3rd

PFS StandardWall of Water  [three-actions] Spell 3

Legacy Content

Conjuration Water 
Source Secrets of Magic pg. 139
Cast [three-actions] material, somatic, verbal
Range 120 feet
Duration 1 minute
Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick.

Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell.

Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to Swim through. The rules of aquatic combat apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a –2 circumstance penalty.

Cantrips

PFS StandardSpout  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate Water 
Source Player Core 2 pg. 252
Range 30 feet; Area a 5-foot cube
Defense basic Reflex
Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take 2d4 bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is disoriented by the explosion of water, becoming off-guard until the end of your next turn.

You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub.
Heightened (+1) The damage increases by 1d4.