Title The All-Seeing Eye
Portfolio Magic
Alignment Neutral
Worshipers Wizards
Worshiper Alignment NG,LN,N,NE,CN
Domains Destruction, Knowledge, Magic, Protection , Rune
Subdomains Arcane, Catastrophe, Divine, Defense , Thought, Wards
Favored Weapon Quarterstaff
Symbol The Grand seal
Allows creation or rising of undead: yes
Favored Animal(s) any animal from Althena
Sacred Colors Black,White


Inscribe blessings to Cadmus, arcane formulae, and lines of prayer on a blank parchment. Don’t inscribe a complete spell—only notations sufficient to potentially spur a reader to study magic in an effort to complete the incantation. At the culmination of your obedience, cast any spell or spell-like ability or activate a spell completion or spell trigger magic item. Gain a +4 sacred or profane bonus on concentration checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.


Ancient Althenian legends speak of the god-king Cadmus, a man whose monomaniacal pursuit of magic opened the fabric of reality to his probing vision, revealing to him the secrets of creation in this world and in the Great Beyond. The sight catapulted him to godhood and tore apart his sanity, creating two minds in one body. Now his fractured mind seeks both to cleanse the world through its destruction and to guard and heal it, to bend and preserve it, to conquer and free it. Cadmus is a god of two warring personalities, prone to sudden and unexpected mood swings.

He teaches that the use of magic for its own sake is the highest calling of mortals, for it is only through magic that one can change reality itself, and he embraces all who take up magical study. He does not care about the type of magic involved or the ends to which people turn it, only that they honor it and exult in its gifts. He represents all magic, from the most benign healing spells to the vilest necromancy, and mortal spellcasters of all alignments ask for his blessing. Cadmus's only concern is magic-its use, creation, and innovation.

He is aware of his mortal worshipers and rewards their devotion with divine power, but not for their use of magic alone. When some mortal tyrant outlaws the use of magic, Cadmus expects his followers to intervene,
though he issues no call to crusade. Likewise, those who perceive new avenues of magic and pursue them gain his favor, regardless of the nature or purpose of the magic. His total awareness means he sees every success and
every failure, from the first cantrip learned by a fledgling hedge wizard to the rudiments of star-exploding magic developed on the farthest-flung planet.

Other gods may take parental roles toward their churches, but Cadmus acts more like the volatile but dispassionate guardian of an estate, unconcerned about individual heirs as long as the vast legacy of the family continues. Queries made of the All-Seeing Eye via commune and similar spells always give accurate information, but his tone might range from amused to cold to disappointed to enraged, seemingly without rhyme or reason. Other deities have tried to stabilize or cure his shattered mind and violent mood swings, but he inevitably perceives any progress as a depletion of his energy and negates their efforts.

His allies have learned to tolerate his ever-changing nature, keeping him at a respectful arm's length for the sake of his knowledge. Cadmus is a proponent of magic for all purposes, even frivolous or wasteful ones. Magic is an infinite resource that permeates all dimensions, and thus he insists there is no need to limit its use for fear of its eventual depletion. He sees magic-drained places as aberrations, tumors in the world that can be excised, though dealing with them is not a high priority unless they begin to grow and threaten the healthy flow of magic elsewhere.

Cadmus isn't averse to technology unless it interferes with or supplants magic; indeed, he relishes the blending of technology and magic. Cadmus appears as a tall humanoid Vada], wearing black robes laced with white trimmings having infinite swirling and changing arcane patterns believed to be random sigils and arcane marks Outside of promoting the use of magic and embracing those who engage in it, Cadmus is supremely indifferent to
both mortals and other deities Pleas for mercy or justice, incitements to violence, and invocations of fairness or the balance of power have no effect on him; he acts in the interest of increasing magical knowledge or according to his whim, but is otherwise unpredictable and unreliable. He is not known for showing favor or wrath to his followers or enemies in the form of divine intervention, a fact that many ofhis worshipers note with some pride.

Layfolk, especially peasants, believe that invoking his name may help to ward off curses, hexes, the evil eye, and other superstitions, though his utter disregard for those who do not practice magic means these invocations fall on deaf ears. The devout believe that zones of unpredictable magic manifest where Cadmus passes close to the Material Plane, though there is no confirmation of this from the god himself Likewise, his church teaches that the
manifestation of zones of "empty magic" (where magic simply doesn't function) are indications of his anger at someone or something in that area, though there is no evidence that this is true. His holy symbol is known as the grand seal,which is similar to the grand seal the people of Althena use.

The Church

The worship of Cadmus attracts those who wish to explore the limits of reality and move beyond the mundane patterns of everyday life. The only common characteristic Those without magical ability may work for the church, but are treated as second-class citizens at best and expendable guardians or experimental subjects at worst. In the church of Cadmus, even a lowly apprentice who has mastered nothing beyond a few cantrips has higher status than a master rogue or talented fighter.

of Cadmus 's followers is an absolute love of magic, and to join his church is to unite with fellow practitioners-if not in an alliance, then at least in a shared goal. Though some of his worshipers seek rewards through magic,
for most, magic itself is the reward, and the power and wealth that it could bring are only a means to increase their understanding of the arcane arts. Some love the physical act of using magic; others appreciate it as a tool
of the highest quality. Some are generous and willing to teach what they know; others are jealous and paranoid practitioners who seclude themselves and guard their secrets from potential rivals.

Cadmus's followers are likely to experiment with their knowledge, and brandish it like a banner of faith, since Cadmus teaches that using magic is a sign of refinement, and that conserving it is foolish. A true worshiper revels at the opportunity to use magic and show others its glory. Worship services vary from temple to temple, but usually include a weekly meeting involving chanting and spellcasting demonstrations. In many cases, the hymns are phonetic transcriptions of verbal components of spells favored by that temple, allowing the faithful to chant a representation of the magical words, but with a few key syllables removed so that someone who actually knows
that spell or has it prepared doesn't risk accidentally casting it. Musical instruments are rarely part of services unless the temple has a bardic priest, though limited percussion involving the tapping of wands or staves is not unusual.

Crossbreeding and mutating animals and magical creatures is a common practice at many churches, reinforcing the "mad wizard" stereotype and often scaring nonmagical folk away from the temples. From time to
time this experimentation creates a useful creature with magical powers that breeds true to create more of its kind, and the temple shares this information or the offspring with other allied temples or spellcasters. Once
a year, the church demands that each priest tithe a minor magic item-such as a scroll or potion-to the temple for use or sale. Many adventuring priests use this as an opportunity to get rid of lower-powered items that have been superseded by other magic. Other priests have the option-in hierarchical order-to purchase them before the sale is opened to the public.

Though temple leaders are usually willing to take money from outsiders to fund their research, few want their holy places to become marketplaces sullied by the feet of the unworthy. Those without magical ability may work for the church, but are treated as second-class citizens at best and expendable guardians or experimental subjects at worst. In the church of Cadmus, even a lowly apprentice who has mastered nothing beyond a few cantrips has
higher status than a master rogue or talented fighter

Most senior temple guards have at least one level in a magical class or have acquired (via a feat or special ritual) the ability to cast a few spells in order to gain some respect in the eyes of the priests and establish a firm
seniority over the common guards. The newest recruits are first trained in Spellcraft so they recognize and do not needlessly fear magic. Though the church does not go out of its way to teach magic to laypeople, neither does
it attempt to prevent them from learning or hold their former mundane status against them if they do manage to learn. After all, few people are born knowing how to cast spells, and those who manage to persevere and learn
the magical arts are to be commended and respected above non-casters, regardless of how long it takes them to unlock that first flicker of ability.

Temples and shrines

Cadmus is both guardian and destroyer, and overall his church tries to balance his two aspects. Individual temples, however, often focus on one type of magical study, philosophy, or application in order to draw worshipers similarly inclined.

A few temples alternate between the god's aspects or directly oppose the actions of other temples purely to keep the balance. Opposing temples might even war against each other for supremacy, while good temples
might work together to siphon magic from evil items, lock the items away, or convert the items to a more benign use. Specialized temples are usually named in an identifying way so visitors are fully aware of their natures.
For example, a temple devoted to deciphering the magical properties of machina might be called the Church of the Machine, whereas a temple studying necromancy might be called the Bone Cathedral.

Each temple usually has its own colors, which tend to be a range of similar hues, such as scarlet, deep red, and dark wine. Every one has at least one wall containing some or all of the text of The Book of Magic, and daily prayers usually take place near this wall. Significant or long-established temples set aside at least one chamber for the practice of the branch of magic favored by their inhabitants: a temple focusing on conjuration usually has a summoning circle, a temple of healing keeps an infirmary, and so on. Sometimes the true nature of a temple is a secret kept from the public, and this special chamber is hidden away so that no outsiders see it.

A few temples, primarily those focused on healing, are specifically built to serve the public interest, but most are not open to layfolk or casual visitors, and function more like exclusive private clubs than places for commoners to
pray and seek solace.

Shrines to Cadmus are uncommon, because the faithful are more inclined to build grand structures at noteworthy sites-almost always with the help of magic-in order to make comfortable quarters for long-term study, rather than simply mark a place and move on. Actual shrines tend to be unusual, and guarded with dangerous curses to encourage the unworthy to stay away.


The faithful of Cadmus have few taboos, but chief among them is showing the uninitiated what magical ability feels like. As those people have not studied for or been blessed with magical power, opening that world to them is a
terrible sin. Any spell that temporarily grants spellcasting ability to another or item that confers actual spellcasting abilities by channeling power through the user must not be shared with the magicless populace (items that create magical effects themselves are exempt). Breaking this taboo is a sure way to incur the disfavor of Cadmus and your peers. If the uninitiated wish to possess spellcasting abilities, the correct routes are apprenticeship, prayer, and other forms of personal achievement.

A Priest's role

Any spellcaster can join Cadmus's priesthood: whether divine or arcane, academy-trained wizard or wild shaman, all who call upon magical power are welcome. Divine casters are valued, but must be able to defend their positions with magical Knowledge or brute power. Even alchemists, paladins, adepts, and rangers can become priests, although advancement within the church is based on magical ability and knowledge, which means that most
practitioners of simpler magic never ascend past the church's lower ranks

Temple-trained clergy are polite to adherents of other faiths as long as they have either magical ability of their own or proper deference toward those who possess it. Such priests are used to magical folk being in charge, and have difficulty hiding their contempt for the benighted non-spellcasters who lack such deference.

They often make the mistake of barking orders in more egalitarian groups such as adventuring parties, making their companions wary of their god's mercurial nature and the priests' disdain for those without magical aptitude.
Independent priests tend to be a bit more accommodating in their dealings with non Cadmians, although they still consider themselves superior to nonmagical folk and comport themselves with pride often seen as arrogance.

Cadmus doesn't care what his priests do with their magic any more than he cares about their souls. Many of his followers take pride in the fact that their god mostly ignores them, believing that any power they achieve is thus
fundamentally their own. Most take a mercenary attitude toward those benefitting from their services: priests craft and sell magical goods, advise nobles and merchants on how magic can improve their stations,hire themselves as bodyguards for ships or caravans, or act as battle-casters for armies or adventuring companies. Some tithe service to a lord in exchange for property and a retinue of servants so that they can focus on research.
Others use their magic to entertain or swindle others.

Priests evangelize as the mood strikes them, or remain within their towers seeking knowledge divorced from the outside world. As long as the direction they choose points toward greater magical knowledge and power, they
may worship however they choose. For those priests and temples that do decide to evangelize, this generally takes the form of displaying the obvious benefits of magical power and then waiting for those who wish to learn magic to prove their worthiness, either by passing arbitrary and arduous tests or by fronting significant sums of money, before they are allowed to apprentice to a priest or be tutored by the temple. Often, the best way to convince the temple you're worthy of magical training is to take the first (and most laborious) steps on your own, thus proving your dedication.

Most magical training consists of helping the Cadmian tutors with their own researches and learning what one can in the process, as few Cadmians are interested in teaching except as it advances their own goals.Rank in the church is based on magical knowledge and power. Benign temples tend to weight the former more heavily, while malevolent ones value the latter. As masters of magic, priests are trained to recognize spell levels and caster levels and use them to assess where someone fits in the pecking order. Individuals of higher rank often acquire apprentices-these may be neophyte members of the faith or individuals who have no status in the church whatsoever until their masters declare them sufficiently trained.

Visitors from other Cadmian temples are welcome to participate in temple ceremonies unannounced, and many young spellcasters who show up are recently graduated apprentices or those whose masters died or cast them out-hoping to gain a place in a new temple where the clergy neither knows nor cares about their history, and where they can attain rank based purely on their power.Cadmian priests have a limited role in most rural communities,unless they focus on animals,crops, healing, or some other area that gives them reason to interact with common folk. Urban priests have stronger ties to locals, particularly those connected to construction, trade, and the exotic interests of nobles.

Temple priests always have ranks in Knowledge (arcana) and Spellcraft, and depending on the temple's focus, they may also have ranks in Appraise, Heal, Intimidate, and Use Magic Device. Temple priests are addressed as "disciple, "priest," "brother," or "sister," depending on the speaker's familiarity with the priest. The head of a temple is usually just called "high priest," though individual temples may use unique titles. Members of the faith who are not associated with a temple are usually called "acolyte," "disciple," or "master," depending on their apparent skill with magic. While it's not considered an insult to mistake a stranger's rank if she doesn't give any indication of her magical prowess, persisting in this error after a correction is made is considered rude, and is often taken as a challenge.

Holy Text

The official text of the church is The Book of Magic, a comprehensive guide for casting spells and channeling magic, as well as a treatise on the moral ramifications of its use and misuse. As might be expected from a Cadmian text, the book often comes down squarely on one side of certain issues, only to contradict itself a few paragraphs later. Most scholars consider it useless as an ethical guide, since these inconsistencies put forth a worldview fractured to the point of insanity-temples of Cadmus tend to adopt whichever codicils are most convenient for their particular needs. The information within the book is detailed enough that someone with a proclivity
for wizardry can often eventually come to understand the basics of a few cantrips by reading it from cover to cover, and more than one great wizard has started out by reading a stolen copy of this book and using it as the foundation for decades of study and innovation. Likewise, some latent sorcerers see their power blossom after sleeping (sometimes unknowingly) near a copy of the book.


The month of Cadmin is named for the All- Seeing Eye. The church has three holidays shared by all temples.

Abjurant Day: On 8 Cadmin, the faithful work together to shore up mutual defenses and train friends and children in defensive magic. It's also traditionally a day for testing possible apprentices; some evil casters do so by performing deadly tests upon kidnapped subjects to find promising students and eliminate potential rivals.

Evoking Day: 18 Cadmin is a day of magical fireworks displays, dueling (both mock and real), and trading spells. Among the Vada, even non casters celebrate helpful magic by dancing with bright streamers and wearing black-and-white flowing robes designed to flare out around the waist when the wearers spin.

Transmutatum: 28 Cadmin is a day of reflection and self improvement. Some traditionalists believe it is fortuitous to begin researching spells or crafting difficult magic items on this day.

Relation With other Religions

Cadmus's shattered mind makes him an uncertain ally in long-term plans, but he is able to negotiate with other deities, and doesn't turn on them unless his omniscient senses reveal threats or imminent betrayals. Much like
his martial counterpart, Hirai, with whom he shares a mutual appreciation for power and strategy, he is indifferent to the ethics of an engagement: many deities rely on his aid from time to time, and he might ally with
anyone in the pantheon, supplying spells, magic items, or even raw magical power.

Cadmus and Kiyoshi were both mortals who ascended to godhood without use of any magical aid. Kiyoshi's perfection of his physical self transcends the divide between the extraordinary and supernatural, something that both intrigues and vexes Cadmus. He simultaneously wants to both praise Kiyoshi for his achievement and tear him apart to figure out how he did it.

The following content has been adopted from the god, Nethys, created by Paizo. Due to the game's individual setting, races, names and locations may be altered or removed entirely. Please recognize that these gods are not canon to the world of Golarion, so any comments, complaints, or concerns can be directed to the game's admin staff for further inquiry and answers. Thank you in advance.

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