Usually lifetime refers to the ProjectileComponents lifetime, this value can be modified by lifetime modifying spells. However, a spell can contain other Components which have the capability of limiting the maximum lifetime of a spell independently from the ProjectileComponent.
Transmutes everything in a short radius into urine, including walls, creatures... and you
Touch of Grass
Transmutes everything in a short radius into Earth, including walls, creatures... and you. Unless…
Circle of Fire
An expanding circle of burning air
Circle of Acid
An expanding circle of dripping acid
Circle of Oil
An expanding circle of slick oil
Circle of water
An expanding circle of water
Sea Of Lava
Summons a large body of lava below the caster
Sea Of Alcohol
Summons a large body of tasty alcohol below the caster
Sea Of Oil
Summons a large body of oil below the caster
Sea Of Water
Summons a large body of water below the caster
Sea Of Acid
Summons a large body of acid below the caster
Sea Of Flammable Gas
Summons a large body of flammable gas below the caster
Summon Swamp
Summons a large swamp below the caster
Sea of Mimicium
Summons a large body of mimicium under the caster
Touch Of Blood
Transmutes everything in a short radius into blood, including walls, creatures... and you
Touch Of Gold
Transmutes everything in a short radius into gold, including walls, creatures... and you
Touch Of Oil
Transmutes everything in a short radius into oil, including walls, creatures... and you
Touch Of Smoke
Transmutes everything in a short radius into smoke, including walls, creatures... and you
Touch Of Spirits
Transmutes everything in a short radius into alcohol, including walls, creatures... and you
Touch Of Water
Transmutes everything in a short radius into water, including walls, creatures... and you
Summon Portal
Summons a strange portal
Chaos Larpa
Makes a projectile cast copies of itself in random directions
Copy Trail
Makes a projectile leave a trail of copies of itself
Downwards Larpa
Makes a projectile cast copies of itself with a downwards trajectory
Upwards Larpa
Makes a projectile cast copies of itself with an upwards trajectory
Personal Fireball Thrower
Makes a projectile turn the creatures it hits into living fireball throwers
Personal Tentacler
Makes creatures hit by a projectile grow tentacles in a chaotic manner
Personal Lightning Caster
Makes a projectile turn the creatures it hits into living thunderstorms
Projectile Energy Shield
Gives a projectile a shield that deflects other projectiles
Matter Eater
Makes a projectile eat the environment as it flies
Circle of Buoyancy
A field of levitative magic
Circle of Displacement
A field of teleportative magic
Circle of Fervour
A field of berserk magic
Circle of Shielding
A field of protective magic
Circle of Stillness
A field of freezing magic
Circle of Thunder
A field of electrifying magic
Circle of Transmogrification
A field of sheep-like magic
Circle of Unstable Metamorphosis
A field of transformative magic
Circle of Vigour
A field of regenerative magic
Rain Cloud
Creates a watery weather phenomenon
Oil Cloud
Creates a rain of oil
Blood Cloud
Creates a rain of blood
Acid Cloud
Creates a rain of acid
Thundercloud
Creates a thundercloud
Projectile Gravity Field
Projectiles caught within the field are attracted towards its center
Projectile Thunder Field
Projectiles caught within the field transform into blasts of lightning
Projectile Transmutation Field
Projectiles caught within the field transform into harmless critters
All-Seeing Eye
See into the unexplored. But not everywhere...
Some projectiles have more than one possible lifetime, due to having multiple LifetimeComponents, and can do different things depending on which lifetime is the first to end.
Similar to "proper" alternative component lifetimes, a LightningComponent can kill a projectile with a ProjectileComponent before its ProjectileComponent's lifetime has ended, in such a way that allows for deer-swapping. However, the time at which this occurs is still tied to the ProjectileComponent lifetime.
Spell
Lifetime (frames)
Spell type
ProjectileComponent lifetime, minus part of a frame (positive case)