One of the main things we decided to do when we set out to do the Book of Magic: Spell Codex Volume 1 was to update the spells for classes that came after the spell’s original publication. It simply isn’t fair to classes published later to not get access to certain spells simply because those spells were never republished in a hardcover book. So we decided to do that.
Take domination link, the spell below. Originally published in Blood of the Night, this spell focuses on vampires and how to fight them. Vampires always have had the ability to make someone do their bidding by simply looking into their eyes. That is pretty much a perfect description of the mesmerist’s main class feature right there. So fighting the domination of a vampire should like something all the occult classes should be able to do.
As you can see here, we also took the time to add in the other classes that were never mentioned in standard Paizo spell stat blocks. Take arcanist for example it just uses the sorcerer/wizard spell list. Well, here we actually call it out. Same with skald using the bard list. No more are these classes simply forgotten simply because they were not published in the Pathfinder Core Rulebook. Here, each of these spells get listed along with every other class.
School divination [mind-affecting]; Level arcanist/sorcerer/wizard 3, bard/skald 3, inquisitor 3, medium 3, mesmerist 3, occultist 3, psychic 3, spiritualist 3, witch 3
This spell functions like detect thoughts, with the additional ability to find echoes of the thoughts of a creature mentally controlling the target. For example, if the target has been dominated by a vampire, you can use evidence left in the target’s mind to learn about that vampire. Each minute you concentrate on the spell, you can learn your choice of one of the following pieces of information.
Direction: The controller’s general direction and distance.
Emotion: The controller’s emotional state (gloating, sated, frightened, angry, and so on).
Image: A powerful iconic image relevant to the controller or its connection to the target, such as a symbol on a door or a name on a gravestone.
Location: The controller’s general location, such as “in a large city” or “on a ship.”
Name: The name by which the target knows its controller (if any).
All of this information is based on the last time the influencing creature linked itself to the target, either to issue a command or to receive sensory input from the target. For example, if at nightfall a vampire commanded a dominated victim to walk to a cemetery, this spell can reveal the vampire’s general location at that time, though it may have moved since then.