Starfinder Conversions: Spells
Perhaps the trickiest part of converting class-relevant aspects of the game are the spells, since classes that get spell slots usually have an ever-expanding pool of possible spells to choose from. Not only will you have to decide what current starfinder spells fit an individual class, but you will definitely have to work to help convert pathfinder spells to starfinder, which is mostly a one to one process, but deserves full consideration.
This is particularly true for attacking spells, since most damage-dealing spells in starfinder no longer deal damage based on caster level, but have a flat number of damage dice. This may seem vexing to fans of pathfinder, and particularly the intense spell feat, but it also has the advantage of various damaging spells being much more… explorative, with their damage dice. Suddenly six-siders are not the only thing you see in spells outside of the occasional d8 or d4.
This is in part because your average soldier can do similar damage with a sufficiently high-level weapon, so spells have to be able to keep up. Keep this in mind when designing spells.
Its also worth mentioning how the new summoning spell from Alien Archive works, as it is a perfect example of how to reimagine monster summoning. The fact that with very few exceptions, the list is full of what amount to elementals with various outsider templates grafted on means you have less variety and utility with the summoning spells, but you can fine-tune the summoning to best face the foe in question.
The fact that there are still some other types of monsters to choose from does suggest that if you wanted, you could import the lists from summon monster or summon nature’s ally as well, with GM discretion.
However, by the same regard, its important to note that with the advent of such advanced technology, some spells just may simply be irrelevant now. Floating disc becomes a waste of spell slot when you can purchase a hovering cargo drone or robotic pack mule. Similarly, night vision goggles remove the need for a darkvision spell.
Regardless, classic spells and new ones alike, particularly 7th through 9th level spells, are ripe for the conversion for the enterprising GM and player!