Player > Spells > Verdant Code
Starfinder Near Space p.129
Level Technomancer 1; Witchwarper 1
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one computer system or module
Duration 1 hour/level or until triggered, then 1 minute/level, see text
Saving Throw Will negates (object), Reflex partial, see text; Spell Resistance yes (object), see text
You turn data into plant matter that either instantly explodes outward or lurks within a device.
You immediately incite growth from the targeted device. A creature can negate the effect on an object it holds with a successful Will save or with spell resistance.
For both this and the dormant growth effect (see below), the plant matter explodes from the targeted device, filling all squares within a 20-foot-radius spread. Each creature in the area must attempt a Reflex save. On a failure, it takes 5d6 slashing damage and is entangled; on a successful save, it takes half damage, isn’t entangled, and is shunted to the nearest empty space available. A square of plant matter has hardness 8 and 15 Hit Points. The growth also covers the device, preventing non-remote access until the plant matter is destroyed or disintegrates at the end of the spell’s duration.
You implant verdant code into an computer system or module you have root access to. The next time the device is accessed, plant matter explodes from the device (see above). A device can hold only one instance of verdant code at a time, and new instances erase the previous instance. If this spell’s duration ends before the implanted code is accessed, the code vanishes. This code can be made permanent, as implant data.