- Level: Druid 8, Sorcerer/Wizard 8
- School: Conjuration (creation)
- Bloodline: aquatic 8
- Elemental School: water 8
- Casting Time: Standard Action
- Components: V, S, M (A crystal vial of elemental water, worth 1 gp.)
- Range: Self
- Target or Area: You
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- You sheathe yourself within a churning layer of pure elemental water that fills your space. You gain a Greater Swim speed equal to your normal Walk speed and can see, hear, and breathe normally within the Seamantle. You can likewise breathe under water or other liquids, see normally despite any level of darkness, are immune to underwater Environmental Effects such as pressure or cold, and use your Greater Swim in such bodies.
- Magical attacks against you are unaffected unless they state that they do not function underwater (such as 'Cloudkill (Spell)).
- The Seamantle normally blocks line of effect for any fire spell or supernatural fire effect, but enemies can attempt to use fire spells upon the Seamantle. To do so requires a Maneuver Offense or Caster Check against your Maneuver Defense. If this check succeeds, you take all fire effects as normal.
- You automatically extinguish normal fire in all squares you occupy or pass through for the duration of the spell. Against magical fire effects, your touch acts as Dispel Magic (Spell).
- This spell provides extensive protection against Environmental Effects, giving the protected person 5 points of resistance against non-lethal damage inflicted by all such Environmental effects, in addition to being immune to underwater effects.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.