As two actions, you create a wall of water twice as big as normal at a point you can see within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and it needs to be vertical and to rest on a firm foundation. The wall blocks line of sight, but creatures and objects can pass through it.
A creature must spend 2 meters of movement for every meter it moves through the wall. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.
On a failure, it takes 2d8 bludgeoning damage and is knocked prone if it is Large or smaller.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Any burning creature in the area stops burning, any ranged attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 1-meter square section is frozen). Each 1-meter square frozen section has 10 Defense, 1 Soak, and 15 Health. Reducing a frozen section to 0 health destroys it. When a section is destroyed, the wall’s water doesn’t fill it.