Again, for a reasonable approximation, you could create some effects in the onLoop method at random points inside the damage area, and increase the number of effects created this way as the damage area radius increases.
Originally Posted by Kueken
Hardcoded spells CAN hit multipe times, if you want to simulate them exactly, you might want to consider this. xecollider can hit multiple times, too, if a unit leaves the collision radius and re-enters it.
That is correct, thanks for the clarification. The spell will not continue hitting the unit as the projectile passes over it, but if the unit blinks in front of the projectile after it has passed over that unit then it will be hit again.