Destroying Clones of Objects

I have a character that shoots simple arrow prefabs and a timer that destroys them after a short amount of time however it is destroying the base object preventing the game from instnatiating anymore in the future.`using UnityEngine;
using System.Collections;

public class Destroy_Bullet : MonoBehaviour
{

//floats
public float bulletTimer = 1.9f;

// Use this for initialization
void Start () 
{

}

// Update is called once per frame
void Update () 
{
	Destroy (gameObject, bulletTimer);
}

}`

Any help would be greatly appreciated.

You overwrite your prefab-Variable with this:

mPF_Arrow = (Rigidbody) Instantiate(mPF_Arrow, transform.position+(transform.forward*-1), transform.rotation);

Use an extra variable for this:

RigidBody myRb = (Rigidbody) Instantiate(mPF_Arrow, transform.position+(transform.forward*-1), transform.rotation);

And then set the force for this variable:

myRb.AddRelativeForce (Vector3.back * bulletForce);

AlwaySunny is correct. It looks like you are setting your clone to mPF_Arrow and mPF_Arrow is also your prefab reference. So the prefab reference is getting destroyed. The left side of your equals sign should be “Rigidbody clone =” clone would be the new instance of mPF_Arrow