You melt or freeze an area of water that you can see within range. The area can be up to 15 feet in radius and 3 feet deep, you can choose the shape of the area freely. For example you can create a solid block of ice, melt puddles into ice, create an area of painfully hot water, or create floating ice cubes into floating water. When you concentration ends the area starts returning to equilibrium, in a realistic manner.
Heat Water: if you choose to create areas hot, nearly boiling water, each creature that starts its turn in the water or moves through it must make a Constitution Saving Throw. On failed save a creature takes 2d4 fire damage, on success a creature takes half the damage. Steam rises from the water, making a 5 foot area above the water lightly obscured.
Freeze Water: if you choose to freeze an area each creature in it must make a Strength or Dexterity Saving Throw (their choice). On failed save a creature is restrained. On a successful save a creature ends up prone on top of the ice. A restrained creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself from the ice and ends up prone on top of the ice.
At Higher Levels. When you cast this spell using a a slot of 2nd level or higher, the fire damage increases by 1d4 and the radius increases by 10 feet for each slot level above 1st.
* - (A vial of water)