Spells are absolute precision. They will create the identical effect every time they are used. They can not be modified even in the slightest - a spell designed to harm will always harm, it can not be used for something else.
Their advantage is that this precise effect and the ritual to get it done can be studied, over and over and over, until the spellcaster has become so fast that it takes seconds instead of hours to complete it.

The Power Level of a spell defines its magnitude and difficulty. It depends on three factors:

Effect
  1. cosmetic effect with no real consequences for the target
  2. a small effect, like a minor wound or a nagging voice in your head
  3. a large effect, e.g. a serious wound or a strong desire to do something
  4. a severe effect, instant death or irresistable control
  5. a massive effect, like being instantly turned to ash or total control and memory wipe
Target
  1. a small item or a part of a human-sized being
  2. one human-sized being or a large object
  3. a small group (5 or less) or a tree, small hut, large waggon, etc.
  4. a large group (up to about 20) or a house, a boat, etc.
  5. everyone around (~100 people or so), a whole field, ocean-going ship, an entire village, etc.
Duration
  1. an instant
  2. a short while, about a minute
  3. about an hour
  4. a whole day
  5. several weeks, maybe a month
Multiply all of these together to get the power level of a spell. Note again that casting spells is an art of mind and intent, not mechanics. Magically slicing open a throat is a level 4 (death) effect, not a level 1 (minor wound) effect, even though the wound itself is small. It is the effect that counts, not the means. Likewise, it's a target 2 (one human) effect, not a target 1 (part of human) effect, because it is the human that dies, not his throat.
This is in part a rule to limit "gaming the system" by coming up with "creative" spells.

Examples: