OpenMW Increased Max Spell Magnitude
🟠 Updated over a year ago⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 🏆 #79 of 103 User Interface mods in this game by downloads
📋 About This Mod
If you ever used MCP you might of seen an option that increases the max spell magnitude from 100 to 500, this mod/guide recreates that in OpenMW.
(this is not really a mod, it simply is an edit to a config file, but for simplicity sake, Im going to refer to this as a mod, there will be a guide to do the edits yourself later in the description)
Installation
----------------------
DO NOT INSTALL IT LIKE A REGULAR MOD, IT WILL NOT WORK IF YOU DO
Simply move the mygui folder, if you are using the standalone release it should be in {OpenMW instalation}/resources/vfs/mygui
Or if you are using the OpenMW package from you package manager (the path may vary depending on your distro)
/usr/share/games/openmw/resources/vfs/mygui
Then if it asks you, click replace but back up the openmw_edit_effect.layout file just incase anything goes wrong
(if you are using your package managers package, then you will need root privileges)
How to do it yourself
-------------------------------------
This is best if you want more fredom, but this is more advanced
Requirements: a text editor
To recreate this, open the openmw_edit_effect.layout file in your favorite text/code editor
the file should be in
{OpenMW instalation}/resources/vfs/mygui/openmw_edit_effect.layout if you are using the standalone release, or in /usr/share/games/openmw/resources/vfs/mygui/openmw_edit_effect.layout
if you are using the openmw package from your package manager (This is the file path for Arch but it may differ if you are using a different package manager)
if you are using your package managers package, then you will need root privileges)
Before, you continue make sure to backup the file before you make any changes in case if you mess something up
now all you have to do is go to the MagnitudeMinSlider section in the file (it should look like this)
<Widget type="ScrollBar" skin="MW_HScroll" position="122 20 210 13" name="MagnitudeMinSlider">
<Property key="Range" value="100"/> <!--This is the line you want to edit-->
<Property key="Page" value="1"/>
<Property key="ViewPage" value="10"/>
<Property key="MoveToClick" value="false"/>
</Widget>
in the second line, change the number to what you want the max value for the minimum slider to have, here is an example
<Property key="Range" value="500"/> <!--The default is 100-->
do the same for the Magnitude
This OpenMW mod raises the maximum spell magnitude from 100 to 500, replicating a feature from MCP. It's a small utility for players who want more powerful spells in OpenMW. With 25 endorsements and recent updates, it's a niche but functional addition.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Does exactly what it says: removes the 100 cap, letting you craft spells up to 500 magnitude
- Small and focused—no bloat, just the one tweak you want
- Recently updated (August 2025), so it's likely compatible with current OpenMW builds
⚠️ Cons
- Low endorsement count (25) means it's not widely tested by the community
- Only affects spell magnitude, so if you wanted other MCP features, this won't cover them
For OpenMW players who miss MCP's spell magnitude increase and want to craft more powerful spells. Skip if you're happy with the default 100 cap or want a comprehensive MCP replacement.
💡 Beginner Tips
- Place the mod files in your OpenMW data directory, then enable it in the openmw.cfg or via the launcher's content list.
- Test with a new spell in the construction set to see the increased magnitude cap in action.
- If you're using mod manager like MO2, add it as a separate mod and ensure it loads after other spell-related mods.
📊 Mod Details
- Game
- Morrowind Mods
- Author
- MrOriganal
- Version
- 1
- Downloads
- 416
- Endorsements
- 25
- Category
- User Interface
- Created
- 8/13/2025
- Updated
- 8/13/2025
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