Unbreaking Wave Containment
You wrap enemies in four strands of water. When you cast the spell, make a spell attack roll against the targets. On a success, they're Immobilized until the spell ends or they Escape; on a critical success, they're also Restrained until the spell ends or they Escape. Each target that's immobilized or restrained also takes 10d6 bludgeoning damage from the constricting waves, with a basic Fortitude save. The first time each subsequent round when you sustain the Spell, if all the targets aren't immobilized or restrained, make a spell attack roll against any targets who are free but remain within range, with the same effects as when you cast the spell, immobilizing or restraining them depending on your spell attack roll. Creatures who are immobilized or restrained take 10d6 bludgeoning damage with a basic Fortitude save.
Traits
An action with this trait requires a degree of mental concentration and discipline.
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.