Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
In a 100-foot radius of the ground you cause a tremor. Each and every creature but other than you in that specific area must make a dexterity saving throw. On a failed save, a creature will take 1d6 bludgeoning damage and also is knocked the prone. If the ground in that specific area is loose the earth or else the stone, until it cleared it does become difficult terrain.
At Higher Levels:
Whenever you cast this Earth Tremor Spell by using the spell slot of 2nd level or more than this level and then the damage will be increased by 1d6 for each and every slot above the level 1st.