to alter the spell so that it gave an on hit of like 10%-15% and a DC of 5+wis mod (9-16 depending on build) then the spell would have no entrance check, be a level 3 spell, apply to weapon in hand, carry a duration of rd/level, and have an on hit paralysis duration of 1d2. FoM overrides effect and it would not be used because Divine Power is far far far better and one of the great bonuses to being a gruumsh cleric is strength domain and DP at 3 and 4.
to me this lacks creativity and uniqueness that a specialty spell could offer. it takes away the depth of RP and i think makes it abuse-able (Intuitive SF to start). i understand you not wanting to apply something that sets a bar. this spell does that essentially. even if i think the bar is set appropriately low. it is bar setting because it is unique. no other spell like it, which again i think is good. it is also my understanding that putting things in low and then buffing is a better play then starting something that may be too powerful and trying to move mountains and garner complaints if nerfing is needed. i am all for working toward that mark so that testing can get it at a good spot and everyone is happy.
i guess i would like to keep the feel of the spell. keep it unique. keep it unlike smushing an "on hit effect" weapon on a character. we can drop the numbers to where the admin and qc can feel it can go in without being close to a power creep. if the dc is set to 5 or 10 +wis mod then there is very low risk to the caster cleric (5% at worst and 0% with steadfast). this is why i wanted it to bypass FoM after MrM pointed out is being ineffective against it. so, FoM, a spell that is on every cleric of appropriate level has up. i put the level at 7 so it would be contested by other great spells within a limited number but not be so high (8 or 9) to increase the DC any more than it already is.