Range: 70 yds. + 10 yds./level Components: V, S, M
Duration: Special Casting Time: 3
Area of Effect: 1 target/meteor Saving Throw: None
This spell enables the wizard to cast small globes of fire (one for each experience level he has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of damage to creatures within 3 feet.
The spell can be cast in either of two ways:
A) The wizard discharges five meteors every round (see the "Multiple Attacks and Initiative" section in Chapter 9: Combat). Note that this carries over into at least the following round.
B) The wizard discharges only one meteor per round. In addition to releasing the missile, the caster can perform other actions in the round, including spellcasting, melee, or device use. Spells requiring concentration force the wizard to forgo the rest of the missiles to maintain concentration. Also, if the wizard fails to maintain an exact mental count of the number of missiles he has remaining, he has involuntarily lost the remaining portion of the spell.
The spell ends when the caster has fired off as many meteors as he has experience levels, when he forgoes casting any still remaining, or when a successful dispel magic spell is thrown upon the caster.
The components necessary for the casting of this spell are nitre and sulphur formed into a bead by the addition of pine tar. The caster must also have a small hollow tube of minute proportion, fashioned from gold. The tube costs no less than 1,000 gp to construct, so fine is its workmanship and magical engraving, and it can be reused.
Copyright 1999 TSR Inc.
As for the globe no it has not changed in any way nor moved from its stating postion.
I as DM really don't worry so much about a spell's components, if you have it in your spell book and memorized, I go with that on one of the town stops you picked up what you needed to cast it. Saves me alot of time having to modify a persons character sheet and helps the game flow quicker w/o always having to wonder do I have that, where did I put it Etc...
Ok everything you need to know about your characters are on your character sheet in the Q/A forum under the heading Trilogy War Characters.
Bri here is a copy of what spells you still have memorized from your character sheet, but to get new spells you need to pray for them and right now that is impossible. Also the -3 is the number of spell slots/spells used, from that LvL.