Treat projectiles as particles and use a kind of particle system to manage them. In essence you know you want to control where the projectiles spawn, and how long/where they are deleted, but moving the projectiles should be automated.
Instead of the Fireball class extending the Sprite class (which to me already sounds like a bad design), have the ProjectileHandler class with a list of Fireball objects, each including a Sprite. Fireball objects define a direction, which the ProjectileHandler uses to update the position. This way you can spawn a new Fireball with any sprite you want like: ProjectileHandler.AddProjectile (new Fireball(sprite, position, direction));
and the FireballManager adds it to the list.
You may notice that the Sprite could be just about anything here, so Fireball can be just as well be given a more generic name to suit all kinds of projectiles. The ProjectileHandler is unaware of what texture each projectile uses for the sprite. The dragon may use different, bigger fireball sprites, or you may want the wizard to upgrade his attacks and have the new fireballs look the part.
Byte56 did mention that texture switching should be kept to a minimum, so this implementation has that drawback of not doing so automatically as different sprites can be added in any order. I suppose a sorted List of KeyValuePair<Sprite, Fireball>
would solve this, but don't try to optimize yet unless it becomes real necessary.
The reason I said it's bad to have Fireball to extend from Sprite is that Fireball is treated as a projectile, not a Sprite. It should instead contain a Sprite object to represent that Fireball visually.