Magical Trinkets of Tamriel (MTT) IV. The latest, most ambitious version of this well-balanced, excellent mod that adds a host of magical devices to the game. Here's the author's abridged description of what you can find in it. Note that aside from a few quest items, everything is placed on leveled lists:
Necromancy: Ressurecting the dead is straightforward, and can be done in 30 seconds, but there are a lot of choices to make that can draw out the ritual for more hardcor eplayers. Those that just want some minions can make them easily and get a vanilla Fighter, Theif or Mage but others may want to delve deeply into the system and determine how to make things like Clerics, Spellswords, Assassin, etc.
The minions use the same basic character generation model your character did, so you can make a similar number of different minions as you could characters. Instead of "Race" you have types of undead, and instead of "Signs" you have words of power. Finally, it is designed to be immersive and "fell" like necromancy. As such, you never shoose dialog options/select boxes but instead physically draw a pentagram, place candles, and complete a ritual that results inyour new minion.
Minions have a significant number of special AI routines, such as the ability to heal eachother, sneak, flank targets, and buff eachother.
Ioun Stones- like any peice of equipment in that you drop them on your paper doll and then you're using them. However, they do not use up one of Morrowinds EQ slots, but instead a special one. When used, they float around you (this can be seen on your character in 3rd person view) and convey their benifits. There are over 40 different Ioun Stones, and each gives unique abilities. ie- a Red stone gives you +5 Strength +5 Endurance.
Charms- like potions, except that you can turn their effects on and off at will. When you use a charm, you get it's benefits until it's duration runs out or you use the charm again to stop it. As such, a charm with 900 seconds of magicka regen can be spread out over a characters lifetime, letting you use 25 seconds here and another 15 there, etc.
Sarah Stones- Grenades. They're basically handgrenades.
Shard Weapons and Armor- Items forged from Crystal shard are very brittle (less durability and damage/protection then Chitan) but they have an enchantment potential higher then Daedric. As such, you can put the most powerful enchantments in Shard items but unenchanted they are basically worthless.
Sceptors- torches that convey special powers on the holder, such as the ability to see enemies from very far away or the ability to create zones of "darkness" to hide in. You can not use the powers granted by a sceptor and a shield at the same time, so you have to decide which is more appropriate.
Manabolts- Amunition for bows and crossbows that deliver pure magic damage and have no weight.
Linked Items- Alone, these items do nothing. It isn't until brought together their abilities are shown. A pair of linked gloves, for example, will make you remarkably adept with your hands, but only if you can find both gloves.
Foci- A new breed of magic, channeling. You select spells (ie- "restore health") and channel them by turning them on and off at your will. This way, you can channel shielding spells and turn them off as soon as combat is over rather then trying to predict how long a shield spell will be necessary. As such, channeling is measured in magicka/second rather then magicka/casting. It is a free, instantanious action to turn a channel on and off and they can become very complex. The cost/second of a channel is dependant on your skill in the appropriate realm of magicka.
Emblems- Like Ioun Stones, this is a peice of equipment with it's own special "equipment slot". Emblems only work in certain conditions, which you have to figure out. One might, for example, make you partially invisible but only when your feet aren't touching the ground. It's up to the character to figure out how to make an Emblem "start", and then how to maximize that situation.
Sigils- replace a shield, and they develop power the longer you hold them. If you equip a shield, the sigil "resets" meaning you will have to start developing it all over again. As such, to fully power a sigil you will need to give up ever using a shield. They are designed primarly for swashbuckler types who want to melee but don't like using a shield.
Unset Rings- created by enchanting the gemstones rather then the ring directly, these items have the potential to contain an enchantment several times greater then a ring ever could, however you have to go out and find these special stones and put them back into the ring, one by one, until it reaches its full abilities.
Threads- a nod to the days of Daggerfall, when you could take upon armor/weapon restrictions and gain other benefits. When you weave a thread, you have to chose something you can no longer weild or wear, such as heavy armor or blunt weapons. From then on, you gain the benefits of the thread but will lose them, permamently, if you ever violate the conditions of the weaving. When equipping an illegal item, you are reminded so you don't accidently break a thread.
Contengencies- all about casting the spell long before it is needed, up to several years if necessary. When you set up a contengency, you indicate what you want to trigger it ("when I'm at 50% health" for example) and what you want it to do ("heal me and make me invisible" is a good idea). Then, at some time further down the road when the situation occurs the contengency automatically fires, often saving you.
Artifacts- more items to explore rather then items to make you uber. My concept of artifacts is items that are really powerful, but there is usually something quirky involved in getting that power. Maybe you need to keep the artifact wet, maybe it demands you pay attention to it, or maybe you have to feed it rats. There is something "odd" about the artifact you must explore and unlock before you can really put it to use.
Dungeons- 3 hand-made dungeons, with complicated puzzles and scripts.
Books- MTT adds, literally, 37 unique stories and books to read. They are a good way to better understand the trinkets inthe game an are very well written to boot.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.