Hey, I looked at the capx. Apparently what's happening is, when you shoot to the left as soon as the spr_iceSpeel leaves the layout is gets destroy due to the behaviour you added, at that exact moment the iceSpell(particle) haven't left the layout yet, so it doens't gets destroyed and tries to set it's position to spr_iceSpell's position, as it has been destroyed the system can't find it's position and returns 0,0. That's the reason your particle emitter is at 0,0.
It's not been spawned there, but moved there when it loses track of it's spr_iceSpell, I don't have time to fix it now, I would still need to try different ways to see what works. What you need is a link the spr_iceSpell and the particle emitter(maybe a container?) so when the first gets out of the layout you destroy both of them (remove the behaviour and create an is outside of layout event for it).
Or you can make a dirty fix and check if particle.position equals 0,0 > destroy.
Hope that helps