Square Cube Law
When we increase the range os a spell by a simple value, we increase its area of effect by the square and the volume of effect by the cube. Or rather:
$$R$$ $$A=\pi R^2$$ $$V=\frac 4 3 \pi R^3$$
Energy density is defined as energy per volume. So our power scale should follow the Volumetric scaling, not a linear one. From one step to the next, you increase the energy needed by the third potence.
Self
A typical human body has about a weight of 100 kilos if we are rather broad. A human body also has a density of 1 ton per cubic meter, so a human is 1/10th of a cubic meter or \$1 \times 10^{-1}\ \text m^3\$. That's, if condensed into a sphere, one of about 30 cm radius. $$\frac V \pi \frac 3 4=R^3$$ $$R=0.287 \text{ meters}$$
Planet
Mother earth has a volume of \$1.08 \times 10^{21}\ \text m^3\$.
Scaling the difference
We want to stretch between \$1 \times 10^{-1}\ \text m^3\$ and \$1.08 \times 10^{21}\ \text m^3\$ in 10 steps. That's -1, 0 and 1 to 21, so 23 numerals for the exponent to scale the volume. Let's try to get a nice progression, with a factor 1 in front.
- \$10^{-1}\ \text m^3\$ - That's the volume of our human, so self
- \$10^{0}\ \text m^3 = 1\ \text m^3\$ - a 1x1x1 meter cube, or anything you can easily touch with one arm.
- \$10^{1}\ \text m^3 = 10\ \text m^3\$ - Anything within 1.3 meters, or about 2 steps
- \$10^{3}\ \text m^3\$ - Anything within 6.2 meters - about a small building or large room
- \$10^{6}\ \text m^3\$ - Anything within 62 meters - or almost a Manhattan city block (technically that'd be 80.5 meters)
- \$10^{9}\ \text m^3\$ - Anythign within 620 meters - about 8 blocks or a city quarter or village
- \$10^{12}\ \text m^3\$ - Anything within 6.2 kilometers - or if you'd stand in the center of Manhatten, almost the whole of the peninsula. So let's round that to Town.
- \$10^{15}\ \text m^3\$ - Anything within 62 kilometers - or about the size of an average county or shire or halfway to space
- \$10^{18}\ \text m^3\$ - Anything within 620 kilometers - or whatever is within an about a single European country if you are centered in it.
- \$10^{21}\ \text m^3\$ - Anything within 6203 kilometers - or a sphere as big as earth centered around you. This sphere encompasses a whole continent. Yes, it means you affect less than half the planet, and only a small fraction of the distance to the moon, but this compromise keeps the scaling somewhat nicely.
The scaling here is clearly logarithmic, with two distinct areas: the "short" ranges (steps 1-3) and then the Magnitude steps from 4 to 10. This allows to differentiate better on the low end, and then proceeds into a smooth large scale, offering useful intermediate steps.

Why this scale?!
So, why did I choose this scale, which focusses on the low end?
First of all: game usability & realism
Most spells that a typical player character could or should use need to be in distances that are within sight or useable in what accounts for typical combat ranges. These paradigms are fit up to somewhere between steps 6 and 7, depending on the weapons involved - a typical military rifle is useful all within step 6, while modern artillery would go up to 7.
The typical engagement distances of armies over time are rather short, so a focus on the short end for spells is best to model typical spells and have a difference in ranges available that allows separating between short and medium range combat spells. Some examples:
- Spear infantry was limited at 15 feet or about 4.5 meters. That's Range step 4.
- Archery in the middle ages was used at ranges of about below 300 meters, so inside the range step 6.
- modern infantry combat doesn't go further than 500 meters usually, and in urban areas is often quoted to be below 50 meters even. Artillery, especially naval one, can stretch that.
- in fact, the typical engagement range in WW1 was 50 to 250 meters
- in WW2, the typical long engagement range for tanks was 500 to 800 meters while infantry fought well shorter at below 300 meters. The longest tank hit recorded was 2.5 kilometers... on a stationary target.
- the longest ever navel artillery hit was 24 kilometers, which makes that the absolute maximum distance we can assume any engagement will happen unless missiles or drones are involved. That is a third of range step 8.
- Drones are generally used on the same side of the planet to keep latency short by reflecting signals of one satellite only. This is pretty much Range step 10.
- Modern ICBMs have ranges that are double the range of our step 10 - 12000 to 16000 km. They can hit literally any target on the planet but spend hours in flight. We are in the same order of magnitude though, so that's just a little adjustment of factor 2 or something if you really want to have spells that far
Magic-propagation speed calculation
The scale also has the benefit of being roughly multiples of 60. So it can be used to quickly calculate speeds from the distances. Say our fireball with range step 5 takes 60 seconds to get to that far point, and for math sake, we round to the closest 10. 60 meters/60 seconds means it travels at 1 meter a second, or rather sluggishly and can be dodged. If the range was step 6, that's 600 meters/60 seconds, so in the area of 10 meters a second - Olympic runner speeds! And if it takes step 6 but only takes 6 seconds, we are at 100 meters per second, that's the speed of a longbow arrow or about half the speed of a slow bullet or a quarter of a heavy arquebus.
Look over the plate: other systems
Let me pull out GURPS. GURPS is notorious for cramming everything in spreadsheets. Including this list for range increments from 3rd edition, and I bold roughly equivalent distances to our distances above:
- 1/10" - 1/5" - 1/3" - 1/2" - 2/3" - 1" - 1.5" - 2" - 3" - 6" - 12" - 1.5' - 2' - 1yd - 1.5yd - 2yd - 3yd - 4.5yd 7yd 10yd 15yd 20yd 30yd 45yd 70yd 100yd 150yd 200yd 300yd 450yd - 700yd - 1000yd - 1500yd - 2000yd - 3000yd - 4500yd - 7000yd/4 mi (~6 km) - 10000yd - 10mi - 15mi - 20mi [~30 km] - 200mi - 2000mi - 20000mi - 200000mi
Those are horrible fine segments, and the modifier progression in that thing goes from -15 to +49 with 0 on the 2-foot step. But for the far distances (where GURPS goes with half my proposed distances but adds another increment in the end), the distances I propose show up, making them at least useable for a simulatoric standpoint.
The picture of putting the focus on the engagement ranges of combat however shows itself in various Fantasy RPGs:
In my decade-and-half of being the GM for various The Dark Eye groups, the longest engagement range ever wanted was 550 meters from the weapon used - a heavy trebuchet. Most TDE spells have a range well below 100 meters, even there are very few spells that have a range of as far as the eye can see or continent. I only know of one instance where such a spell was used in combat at distances further than about 100 meters - and it was aimed at a target the size of a house. Any spell that I witnessed to be used at a longer range was either a communication or clairvoyance spell. In this I am not counting any trans-planar spell: the distance to hell is one step through the invocation/banishment pentagram. As a result of the costs and targeting needed, most combat magic in this system is actually pretty close to mundane ranged weapons when it comes to their ranges, even though the efficiency/impact of the spells can be much higher.
Pathfinder 1e and D&D 3.5 have only very few spells that have ranges that are longer than half a kilometer (those exceptions are generally clairvoyance, communication, or translocation spells). Most combat spells are even limited to less than about 100 meters. Generally, magic can be (and is) treated as just another type of ranged weapon in Pathfinder, even if area-effect spells are common.
Shadowrun also fortifies this experience: Shadowrun imposes no range limit but the (optically redirectable) line of sight (and ability to see its target) of the caster. However, in the last 12 years of playing Shadowrun the longest spell directly cast by any caster I witnessed was about 250 meters using binoculars, and most spells were flung even below 50 meters. In fact, I remember only very few casts of spells further than 50 meters, unless a spirit sent on a mission was involved. As far as I witnessed, even as magic in this system is allowed to be super-long-range, generally it was used at ranges where close-combat weapons are used - and often as a replacement for such.
Mage the Ascension uses one of the magic disciplines as the limiter for distances in its rather freeform magic system, on a success scale: you need 1 to target something that you can see, 2 allows you to reach a very familiar place (like you home) no matter how distant, 3 a familiar place (your buddy's home), 4 gets you to a place you have been once (like the capitol), 5 can get you somewhere you have only been described or seen on a photo and 6 gets you anywhere on earth you can imagine, even if you have no idea what is there. But yes, Mage is a really poor limiter in magic ranges, as it is very free in casting magic (and only clobbers you over the head with paradox for it).