Problem: We need a spell projectile that can be referenced as an http://www.creationkit.com/ObjectReference_Script.
Answer: We can't get a reference to a projectile or anything we can attach to one, so we create our own. Here's how I think we can do it.
We have http://www.creationkit.com/GetPlayer_-_Game. We can get the http://www.creationkit.com/GetAngleZ_-_ObjectReference and the http://www.creationkit.com/GetAngleX_-_ObjectReference. We can predetermine a distance to work over. With a bit of math, we can determine a destination location in x, y, z co-ordinates.
One could then use a dummy spell. A concentration spell that applies an effect to the player would work. The players location could be locked for the duration using http://www.creationkit.com/DisablePlayerControls_-_Game to assist with line of sight. This might be considered a reasonable trade-off for the power of a teleport there spell.
An ObjectReference object would then be spawned at or moved to the player. This object needs to look like a projectile. There might be original assets we can use, or someone might create one. Using http://www.creationkit.com/TranslateTo_-_ObjectReference we feed in our pre-determined destination co-ordinates and speed. If I'm not mistaken, translate simply means move to. There's a whole load of translation function available. It can be stopped at any time using http://www.creationkit.com/StopTranslation_-_ObjectReference, and a check can be done with http://www.creationkit.com/OnLostLOS_-_Form to see if it disappeared from view and http://www.creationkit.com/OnTranslationComplete_-_ObjectReference to see if it reached the destination we gave it. If it disappears from view then there's design choices to be made. Kill it or back track?
You should (fingers crossed), now have an ObjectReference object that acts and looks like a projectile, cast from a magic spell.
Edit:
The projectile object could also be made an actor (like a bird maybe) with a second object place where the player was standing when the spell was cast. This might enable line of sight checks ( to determine when the projectile disappears below land or into a model ) and still allow the player to move around. ie ... Fire and forget.