So, I tried thinking up a bunch of them, seeing that Earth currently only has one skill (poor Spike Trap!) sitting by its lonesome among all the other skills... I think it needs some companions :D
Boulder Blow
Causes a large boulder to emerge from the ground, dealing X-Y earth damage.
Your standard basic elemental damage dealer. Has a minimum/maximum level of damage, more consistent at low levels, but increasing in range at higher levels.
Scattershot
Sprays X pebbles randomly over a large target area. Each pebble does Y damage to whoever it hits.
An expensive AoE spell with some unpredictability, as to where the pebbles land. It could possibly all land on a single player, with massive damage (unlikely), spread itself out over a large group of opponents (most likely), or even completely miss (unlikely)
Terraform
Creates a mound of healing grass over the floor. The grass casts Revitalize on anyone who walks/stands over it - whether friend or foe.
Turns mages into a temporary priest :P A fixed AoE healing spell, but extremely expensive and has a large cooldown (20% of the mage's mana, 2 mins perhaps), a skill meant only for desperate/subjective situations.
Master of Terra
Passive. Enhances your earth spells according to level:
Level 1: 2% damage increase. Earth skills have a 2% chance to stun opponent for 2 seconds. Increases the minimum damage done by Boulder Blow.
Level 2: 4% damage increase. 4% stun. Spike trap immobilizes players now, instead of simply slowing them down.
Level 3: 6% damage increase, 6% stun. Scattershot shoots out X% more pebbles.
Level 4: 8% damage increase, 8% stun. Boulder Blow now explodes on cast, dealing minimal splash damage around target player.
Level 5 :10% damage increase, 10% stun. Terraforming lasts longer, covers a larger area, and casts poison spores on opponents instead of healing them.
My idea for the Earth elemental spells is basically a high-risk/high-reward build, with all of its skills being a gamble of sorts. :D