MSFD Magic Get/Mod/Set effects functions:
Most of these seem to refer to certain boni you normally get only from spells. With these functions you can apparently make them permanent or alter them. Most of these will normally use values between -100 to 100 (%) but will accept any number, but others are flags (0 or 1). Thus, you could make a creature that removes e.g. your ResistBlight bonus – wouldn’t that be a nice surprise for our Nerevarine?
Get/Mod/SetResistMagicka
Get/Mod/SetResistFire
Get/Mod/SetResistFrost
Get/Mod/SetResistShock
Get/Mod/SetResistDisease
Get/Mod/SetResistBlight
Get/Mod/SetResistCorprus
Get/Mod/SetResistPoison
Get/Mod/SetResistParalysis)
Get/Mod/SetResistNormalWeapons
Get/Mod/SetWaterBreathing
Setting this to 1 enables water breathing
Get/Mod/SetChameleon
Corresponds to the Chameleon spell. This doesn’t change the way the player looks (as a spell cast would), but has the same effect otherwise, i.e. NPCs may not detect the player and so on.
Get/Mod/SetWaterWalking
Setting this to 1 enables water walking
Get/Mod/SetSwimSpeed
Get/Mod/SetSuperJump
These correspond to the Swift Swim and Jump spell effects, so they normally range from 0 to 100, but work with negative or higher values as well.
Get/Mod/SetFlying
I found the following info on the UESP: This sets the player's flying mode. To get this cheat to work, enter the console command and then cast a Levitate Spell. The effect should now last until you disable the flying with the console (thanks Dave Humphrey).
Get/Mod/SetArmorBonus
corresponds to shield effect
Get/Mod/SetCastPenalty
corresponds to "Sound" effect? (<0 makes casting harder, >0, easier)
Get/Mod/SetSilence
Get/Mod/SetBlindness
Get/Mod/SetParalysis
What it does is each paralysis effect you apply to the actor increments the number by one. Each effect you remove decrements it by 1. You can also alter these using the set and the mod functions. Whenever its zero the actor can move. Try clicking on someone in the console and typing setparalysis 1. What's good about it is if you have multiple actors of the same ID, this allows you to paralyse an individual much like targeting them with a spell would.
This is different from using a paralysis ability which would paralyse all of that ID if you left the cell then went in again. Paralysing them using SetParalysis lasts until you set it to zero or have gone out of their cell for 3 days even if they are not autocalc npc's. (Forum info / Cortex)
Get/Mod/SetInvisibile
(Original MW: sic! Not invisible!)
Get/Mod/SetInvisible
(Later versions of MW, apparently spelling was fixed at some point (Forum info / Cortex))
Get/Mod/SetAttackBonus
corresponds to fortify attack effect
Get/Mod/SetDefendBonus
corresponds to sanctuary effect