concentration, 1 minute/mana
As two actions, you create a sphere of water with a 1-meter radius at a point you can see within 10 meters. The sphere can hover but no more than 2 meters off the ground. Any Medium or smaller creature in the sphere’s space must make a Reflex saving throw.
On a success, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere.
On a failure, a creature is engulfed by the sphere of water for the duration. While engulfed, the creature is restrained, deafened, can’t speak, and can’t see anything further than 2 meters from itself. Additionally, any creature that is engulfed is wet for 1 minute.
On a success, the target is freed. A creature with a swimming speed has advantage on this skill check.
The sphere can restrain as many as two Medium or smaller creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1 meter of it.
At the start of each of your turns if the sphere is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 2 meters above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 5 meters of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
The sphere’s radius grows by 1 meter and the sphere can restrain two additional Medium or smaller creatures for each additional mana expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.