Unfortunately not possible without subclassing/extending MagicProjectile. MagicProjectile uses OnCollision, which is called by TrajectoryObject.Move when a raycast hit is detected when the projectile is moving. However it shoulds be easy enough to create a simple subclass of MagicProjectile, and in OnCollision, you could do a large spherecast from the projectile's current position to detect all other objects within a certain radius. Then you'd just need to call MagicItem.PerformImpact (just like how it's called in MagicProjectile.OnCollision) on all those objects hit.