Spells

Spells that require the use of technology, such as motivating ringtone, might be challenging to use in a Pathfinder campaign if you don't also allow the associated technology itself. Magic items can help bridge the divide and work as replacements, such as a special wayfinder that can play music instead of a comm unit. Spells that refer to robots might refer to constructs instead if your campaign doesn't include robotic foes as part of its theme. Depending on your group's preference, your players might appreciate picking new names for spells that use contemporary or futuristic names. Alternatively, you could justify the names by claiming they're rough translations of spells developed on other worlds, such as by the elves of Castrovel or elementals on the Plane of Metal.

You should pay special attention to the inclusion of spells that grant special senses and movement speeds, such as polymorph spells, skyfire wings, and wild bond. You might want to adjust spells that grant these abilities to be a rank higher to account for the mobility assumptions of Pathfinder encounter design. Spells that modify gravity, radiation, and other Starfinder environmental effects might also be unwieldy in Pathfinder campaigns when other creatures and player characters don't have access to the same feats, gear, resistances, and spells that help them navigate and survive these environments. If you're playing a low-tech game, spells that engage virtual reality, such as new game, might instead function using illusions, dreams, interplanar travel, or mindscapes and will need adjustments, such as additional traits or requirements, to properly function