Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.
Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.
The High Concept: Eight feats that allow spellcasters using the classic and venerable lightning bolt spell (and other spells with similar traits) to have as many options as characters who use feats to focus on skills or combat maneuvers. This is the latest in a series of products to celebrate the "Summer of Bullets" event!
The feats included are:
Cloud-to-Cloud: Your lighting spells can light up a magic cloud of your creation.
Forked Bolt: You can make your line spells shorter and wider by forking their effects.
Magnetize: Metal you strike with electrical effects becomes magnetized for a short period.
Multiple Bolts: Your line spells can go in multiple directions.
Mystic Arcs: Your line spells can take the bent, winding path of a lightning bolt.
Re-Strike: Like the lightning bolts of nature, your bolts often travel the same path multiple times..
Storm Rider: Lighting is just another path for you.
Thundercrack: When you create lightning, you can also create thunder.
This pdf is 4 pages long, 1 page front cover, 1 page SRD/editorial, leaving 2 pages of content for 8 spells that modify the classic lightning bolt spell, so let's check these feats out!
-Cloud-to-Cloud: A cool spell synergy feat: When casting a cloud or foggy spell and following up with an electricity-based one, you deal the damage of the latter to all contained in the cloud.
-Forked Bolt: You may opt to shorten lines of electricity to either 1/2 or /3 length, but broaden them.
-Magnetize: Foes who fail saves against your electricity-spells have their armor check penalty increased -cool!
-Multiple Bolts: Divide the line of a line-spell into up to 4 smaller lines that originate from you.
-Mystic Arcs: You may redefine line-spells you cast as arcs - again, very cool!
-Re-strike: When you cast an electricity-based spell and it has the same area of an electricity-based spell you cast before in that area, it has its caster-level dramatically increased.
-Storm Rider: Sacrifice a spell-slot as a swift action to teleport to an area in range of the electricity-effect you just cast. Cool, more versatile adaption of the cool "Like Lightning"-concept from War of the Burning Skies!
-Thundercrack: Changes half damage to sonic damage and if an area, creates an area of 5ft. in it that is sonic instead of electricity. Again, very cool.
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and the pdf has no bookmarks, but needs none at this length. I'll make it short - this is once again a winner among the spell-changing Bullet Points that offers a supremely versatile array of cool options that offer both cool options and iconic imagery. My final verdict will thus be 5 stars + endzeitgeist seal of approval.