RenderGlobal#spawnParticle doesn't take a Particle as a parameter, it either takes a int for the particle id which corresponds to vanilla EnumParticleTypes or it takes an EnumParticleTypes. I have something called a particleId, but only so I can use the same method when I add a new particle to my mod, it doesn't correspond to a vanilla Particle it corresponds my mod's custom particles, of which there is currently only one.
Unless I am missing something, using your suggested adjustment with my current code would just cause vanilla explosion particles (I believe those are the 0th vanilla particle type) to render above my block.
Am I missing something?