Compared to:Bombardment
Spell Level(s): Cleric(Earth) 8, Druid 8, Shaman 8
Innate Level: 8
School: Conjuration
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Long (40 meters)
Area of Effect / Target: Colossal (10 meters radius)
Duration: Instantaneous
Additional Counter Spells: None
Save(s): Reflex 1/2
Spell Resistance: Yes
Description: Rocks fall from the sky, causing 1d8 points of bludgeoning damage per caster level (to a maximum of 10d8) to all enemies in the area. Added reflex save against Daze (1 round). Party-friendly.
Both are 10d8 party friendly damage abilities that daze enemies.Hammer of the Gods
Spell Level(s): Cleric 4, Cleric(Forge) 3, Favored Soul 4
Innate Level: 4
School: Evocation
Descriptor(s): Divine
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Huge (6.67 meters radius)
Duration: Instantaneous
Additional Counter Spells: None
Save(s): Will partial
Spell Resistance: Yes
Description: The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels, to a maximum of 10d8. Enemies that make a will save take half damage and avoid being dazed for 1 to 6 rounds.
However, Hammer of the Gods can daze up to five rounds longer on a will save, while Bombardment has a reflex save and save for half and thus can be entirely evaded.
Bombardment /does/ have better range/radius that Hammer of the gods, but same radius as word of faith.
For a spell that is 4 spell levels higher than Hammer of the Gods, while it's visually cool it is severely underwhelming.
A couple separate ideas to bring it up to snuff (only one, not all three):
1. No save; this means it'll always do the damage (on par with Hammer), also guarenteed daze (much as WoF is guarenteed blind); would need a cooldown
2. 20d8 damage so the save for half is at least the same
3. Make it a fort save instead, since evasion counters it otherwise; and you are taking rocks to the head. No save for half