Spawning Particle Systems for Gun Sparks

I’m trying to make a particle system that shoots sparks in a way that is realistic, the sparks are rotated around the normal but I’m not sure how to do this. Help would be appreciated. The idea is that the object should track to the user but then rotate 180 degrees around the normal so that the right angle is achieved. Is this possible? I’m new-ish to using C# and am not 100% familiar with all of the Vector and Quaternion operations to use

Here’s the script of the object that spawns the spark object.

public class BulletScript : MonoBehaviour {

    public float bulletDist = 10000;
    public GameObject sparkObj;
    public GameObject decalObj;
    public float distFromWall = 0.001f;
    public RaycastHit hit;
    public PistolScript weaponScript;

    void Awake()
    {
        weaponScript = GameObject.FindGameObjectWithTag("Player").GetComponent<MoveControl>().currentWeapon.GetComponent<PistolScript>();

        if (!Input.GetButton("Aim"))
        {
            transform.Translate(new Vector3(weaponScript.holdSide * -1, weaponScript.holdHeight * -1, 0));
        }

        if (Physics.Raycast(transform.position, transform.forward, out hit, bulletDist))
        {
            if ((sparkObj) && hit.transform.tag == "Shootable")
            {
                Instantiate(sparkObj, hit.point + (hit.normal * distFromWall), Quaternion.LookRotation(hit.normal));
                Instantiate(decalObj, hit.point + (hit.normal * distFromWall), Quaternion.FromToRotation(Vector3.up, hit.normal), transform);
            }
        }
    }

    void Update ()
    {
        
//        Destroy(gameObject);
        
	}
}

try this:

public class BulletScript : MonoBehaviour {
 
     public float bulletDist = 10000;
     public GameObject sparkObj;
     public GameObject decalObj;
     public float distFromWall = 0.001f;
     public RaycastHit hit;
     public PistolScript weaponScript;
 
     void Awake()
     {
         weaponScript = GameObject.FindGameObjectWithTag("Player").GetComponent<MoveControl>().currentWeapon.GetComponent<PistolScript>();
}
function Update () {

if (!Input.GetButton("Aim"))
         {
             transform.Translate(new Vector3(weaponScript.holdSide * -1, weaponScript.holdHeight * -1, 0));
         }
 
         if (Physics.Raycast(transform.position, transform.forward, out hit, bulletDist))
         {
             if ((sparkObj) && hit.transform.tag == "Shootable")
             {
         GameObject spark = Instantiate(sparkObj, hit.point + (hit.normal * distFromWall), Quaternion.LookRotation(hit.normal));
   GameObject decal =  Instantiate(decalObj, hit.point + (hit.normal * distFromWall), Quaternion.FromToRotation(Vector3.up, hit.normal), transform);
             }
         }
     }
}