A blast of freezing or scalding water erupts from your hand. Each creature within a 30 ft. line extending from you must make a Dexterity saving throw. Upon a failure, the creatures take 2d6 fire or cold damage (your choice), 3d6 bludgeoning damage, and are knocked prone. Upon a failure, they take half of the bludgeoning damage and aren’t knocked prone.

* - (a drop of water )