You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, your hand counts as a Simple Ranged weapon with a range of 60/240 feet and the Slow mastery property. You can use your spellcasting ability instead of Dexterity for the attack rolls of this weapon. On a hit, the weapon deals 2d6 Force damage and doesn't add your ability modifier to damage.
Cantrip Upgrade: The weapon's normal range increases by 30 feet and its long range increases by 120 feet when you reach levels 5 (90/360 feet), 11 (120/480 feet), and 17 (150/600 feet).
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
You summon a group of helpful spirits, which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable, and they are considered to have proficiency in the Arcana skill and with the set of Artisan's Tools used in the spell's casting.
If you are crafting an item, the spirits function as a single assistant for your crafting, halving the crafting time.
(a pinch of wet gunpowder) When you see a creature within range attack with a firearm, can target and jam the firearm upon firing. The attack fails, and the firearm is jammed. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, you can jam one additional firearm within range for each slot level above 2nd.