http://www.skyrimnexus.com/downloads/file.php?id=3413
Backstory: (Feel free to suggest)
It's been 200 years since the Oblivion Crisis. In the aftermath, Midas' work with extra-planar travel was not too popular with the locals. Although for a time, Midas' relationship with the Archmage protected him from the accusations of affiliation with the Mythic Dawn, eventually fear got the better of everyone. Midas was to be tried for his work and was placed under house arrest. Before the trial could commence however, a mob forced they way into the Arcane University bent on "Justice." Escaping the mob, Midas disappeared, presumably through the very mechanisms he was to be tried for, his Astral Gates. The mob destroyed the gates, his records, and his shop. His followers that weren't strong or quick witted enough to defend themselves or escaped were "brought to justice." As a result of this witchhunt, Aurumic Magic became taboo and eventually faded from practice and common lore.
What became of Midas is not known. Evidence that he has resurfaced over the years can be found and this is where I intend for the Midas Magic quest to begin.
The Mod and Game play:
For those new to Midas Magic, it's a spell mod. This is designed to expand the magic system while challenging the player with quests to obtain the means to create these new spells. The spells are intended to add benefit over the vanilla spells of oblivion but it' will be a challenge to get them.
I plan to stick to my old tenants. Minimize changes to Vanilla Oblivion. This will avoid mod conflicts and disrupting the basic mechanics. There will be new spells, quests, planes as in Midas but I will do better at sticking to the lore or the "lore feasible" aspects of the story. Traveling to pockets of Divine & Daedric realms for instance. And I plan to have 3 different thaumaturgical schools. Aurumic magic will still be around, although perhaps not as absurd as the previous spells. But I also plan to have Draconic and Daedric/Divine schools as well. Draconic spells will draw power from the shouts (you will need to learn the shout to create them) while Daedric/Divine spells will draw power from artifacts (these won't be destroyed in the process of creating them). And, any of the "absurd" spells I do create will be attributed to Sheogorath

Here is the info pre-release of Midas Magic - Spells for Skyrim. This mod includes 10 spells that will eventually be included in Midas Magic story. The spells are:
Midas Cure Disease
Midas Conjure Pickaxe
Midas Heat Beam
Midas Bug Swarm
Midas Intense Flames
Midas Steam Spray
Midas Frost Beam
Midas Polymorph Hare
Midas Summon Luggage
For now, these spells can be purchased at the Riverwood Trader.
Notes:
These spells can be had early on so it can unbalance the game a bit. This will be fixed later with quests to obtain the spells.
Summon Luggage summons a Dwemer Spider for now. Although he won't carry items yet, activating him gives you the Steed Stone effect that lets you carry more.