You clap your hands together, releasing a concentrated burst of kinetic energy that is launched towards a targeted creature. The target must make a Dexterity saving throw equal to the spell caster's spell save DC, and on a failure, take (2d6 + 2) bludgeoning damage, are knocked prone, and incapacitated for 2 (1d4) turns. On a success, the targeted creature is not knocked prone or incapacitated, and takes half damage. Cannot target creatures huge or larger, and large creatures cannot be incapacitated, but can be knocked prone.
The effects of the spell scale as follows:
From a 2nd - 3rd level spell slot, damage increases by 1d6.
From a 4th - 6th level spell slot, damage increases by 1d6, and the number of turns incapacitated increases to 2d4.
From a 7th - 9th level spell slot, damage increases by 1d6, and large creatures are able to be incapacitated. Huge creatures can be targeted, however not incapacitated, and have advantage on the saving throw against being knocked prone.
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