You can (probably) use the script detailed http://cs.elderscrolls.com/constwiki/index.php/Running_Scripts_On_Arrows to get access to the spell projectiles, which you can then store in an array and track. If it's going to be used by NPCs as well as the player though this won't really work.
Actually, that triggerzone approach is probably unnecessary with OBSE and ref-walking available.
If you want to work with multiple projectiles, you will have to use OBSE's array functions, as RandomSpecification said.
Now the script would have to look like this:
1. Each frame, object script uses ref-walking to detect any projectiles of spell X
2. If it detects any, it saves the ref of each projectile in an array and records the coordinates of eachprojectile in a separate array
3. Repeat each frame, updating or adding coordinates to the second array as needed.
4. If one of the projectiles in your first array ceases to exist, place your object at the last known coordinates of that projectile (stored in the second array)
That's a pretty intensive script to run every frame. It might be faster (i.e. use fewer processor cycles) to use the triggerzone approach, but then (as RandomSpecification said) you'd miss any spells cast by NPCs.
EDIT: Also, depending on your frame rate, you might get the last coordinates of a projectile somewhere in mid-air near the final obstacle it collides with. So if you're placing a burn mark decal or something like that, you're going to get some weird decals floating a few inches or even feet from the wall, etc.