Ok I will explain a bit more in-depth.
Simulated Events:
Many systems have a global real variable which can be used to simulate events.
Like if I make a trigger with the event "A unit starts the effect of an ability" and as actions I say "Set My_Global_Real_Variable = 1" and then "Set My_Global_Real_Variable = 0" to reset it again.
Then you can create a trigger and put in the events "Game - Real value of variable: My_Global_Real_Variable becomes equal to 0" and that will be a simulated event for "Starts the effect of an ability".
That event actually aready exists so it won't be very functional but when you create stuff like a missile system, you can have simulated events like "A missile is destroyed" (Game - Real value of variable: Missile_System_Event_Destroyed becomes equal to 0)
So you can create new events.
Missile System:
What you need for your Feral Spirit spell is a Missile/Projectile System.
That system can create a missile and let it move towards an object or location.
In this case you want it to move towards a location.
A missile system must have a simulated event for "A missile collides with a unit" which is again a real variable that becomes 1 and then back to 0. (That is just basic.)
You want to do something when that missile hits enemy units.
So you do "if (collided unit) is an enemy of (source) then ..."
You want the missile to deal damage to that collided unit so you do that.
Then you do a second check "if (collided unit) is a hero equal to true) then ..."
Because you want it to do something special when it collides with a hero.
So when that happens, you destroy the missile and make a dummy unit to root the target.
How the triggers will be like exacly depends on the system that you will use.
However I use my own system which is as I mentioned not finished yet, so I cannot really give a suggestion to what system you should use.
Unless you are patient enough to let me finish instead of writing long posts

you might be able to use mine after all.
All missile systems that I used before I made one did not have proper on-collide events and did not support to destroy the missile while it was still moving.
I used 3 so it doesn't say a lot though.