Yes, you are both right.
The particle effects have not yet finaly tuned.
I did this yesterday and was just too excited, that I wanted to show it

My ideas to extend it:
To what scar3crow suggested: Make 3 different effects (low/broad, medium, high/slim) and add a random call which one to spawn each time.
That should give a little variation to the visual.
To what Spike suggested: Yes, I would have to call different effectnums that use different gravity and velocity params.
I have to spend much more time on the finetuning I guess...
Another idea was to add damage to these eruptions.
I thought about how it could be done, because a particle cannot do that.
So I came to the idea to spawn an entity without model. Only give it a bbox size of the eruption.
So it is invisible but can be 'touched'.
The touch function of that entity gives the "other." approx. 10 damage. It removes itself after beeing touched, to prevent damage overflows.
After 1 second (that is the approx. time of the eruption) the entity will remove itself anyhow.
Thank you for your suggestions.
I will try to implement them.