Once cast for the duration of the spell or until the next 6 shots are expended you gun's bullets become enchanted, before firing roll a d6 as you spin the barrel of the weapon to decide which bullet is fired off.
1. Your shot does an extra 2d6 fire damage.
2. A creature hit by this shot must make a stregnth saving thow or be knocked prone.
3. As the bullet fires through the air it splinters and splits in multiple shards each creature within 5ft of your target must make a dexterity saving throw or take the weapons damage halved on a succesful save.
4. A creature hit with this shot must make a constitution saving throw or at the start of the creature's turns it takes 1d4 damage as it starts to bleed and it can take an action to stop the bleeding after each save.
5. As the bullet is firing through the air is breaks open and causes chains to appear the target must make a dexterity saving throw or be restained by the chains the target at the start of each of its turns can make a strength check equal to your spellcasting dc to escape the restrain.
6. Upon pressing the trigger you hear a click and a slight explosion happens in your hand the weapon misfires and you make an intelligence saving throw or take 2d8 psychic damage as the weapon seems to have a mind of its own.
* - (A gun loaded with 6 bullets)