[FOCI]

It's Only Magic
You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer, a magical member of the armed forces, or an outlaw with a flair for arcane power. Gun nuts and wizard purists might look down on your blended technique, but you can do things that nobody else can do. You might call yourself a guncaster, spellshooter, or triggermage.
You wear clothing that leaves your arms and hands free to use your weapon and cast spells, preferring something more flashy than a gunslinger’s long coat and more intimidating than typical magician or witch clothing.
Medium or heavy handgun.
The attack hits the side of the foe’s head, deafening them for a few minutes.
The foe’s major blood vessel is hit, causing them to bleed 1 point of damage each round until someone succeeds at a difficulty 3 Intellect or Speed task to bind the wound.
You are practiced with guns and suffer no penalty when using one.
In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a standard bullet for it as part of your attackaction with that weapon.
Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like a bullet. This is as loud as firing a normal bullet and uses the handgun’s range (typically long) if that is longer than the spell’s normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools).
You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you’re firing multiple times or the one shot is passing through or ricocheting off each target.
You are practiced with guns and suffer no penalty when using one.
You can interfere with a firearm so the next time it is used, it jams or misfires. The weapon must be within short range and you must be able to see it. Make an Intellect-based attackagainst the weapon or its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won’t fire until someone uses an action to correct the problem. If you activate this ability when it isn’t your turn, your attackagainst the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect more firearms; each level of Effort affects one additional target. Action or enabler.
Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using Spell Bullet. If the attack spell doesn’t inflict damage, you instead can modify the spell as if you had applied a level of Intellect Effort to it. Enabler.
You are trained in using guns (whether firing normal bullets or Spell Bullets).
You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps.
Every Spell Bullet you fire leaves a faint path of magic that you can see and follow. Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target within gun range, and jaunt as part of the action of firing the bullet.
Action to teleport along an existing path or to fire a bullet and teleport along its path.
Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using Spell Bullet. If the attack spell doesn’t inflict damage, you instead can modify the spell as if you had applied two levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
When you hit a target with a gun attack, you can choose to reduce the damage by 1 point but hit the target in a precise spot. Some of the possible effects include (but are not limited to) the following:
GM intrusions: A misfire or jam creates a flaw in your spell. Gunfire attracts unwanted attention.