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your enchantment effect is based on your skill level when using the console.
damageactorvalue and modAV will effect the magnitude of enchantments without messing with your level/skill progress. so adjust your skill level prior to using the console code to enchant.but if you want 25% this and 50% that you may be out of luck.
and yes type both enchantments
playerenchantobject <object ID> <MGEF ID> <MGEF ID>
make sur you make a save right before messing with the console and try it ou
Spawns an object with specified enchantments Example: playerenchantobject 136D5 109637 109637 would give you imperial armor with two magic resist enchantments.
The Magnitude used for any magic effect is set to your enchanting skill, so 85 enchanting skill = 85% magnitude,85 damage/+85 health/magicka/stamina, 85+1 sec duration(weapons only).
Any effect with an MGEF ID can be added, including special effects normally restricted to NPCs and some perk effects. Perk MGEFs don't show up on equipment or passive effects, but still work. They also use enchanting skill instead of the perks usual value, and stack with the real perk.
Weapons made through the console will always have about 11.5 charges(regardless of enchanting level), and can be recharged. Some effects don't require charges unless grouped with an effect that does require charges. When used on weapons some MGEF are toggled on hit(first hit= on,second hit= off), like improved nighteye.
Enchanted weapons/equipment created with this command cannot be disenchanted, the game will tell you that you already have the effect.
damageactorvalue and modAV will effect the magnitude of enchantments without messing with your level/skill progress.
copied from
http://www.uesp.net/wiki/Skyrim:Console
so you read the above. anything with a mgef can be applied to an item. these are easiest found using the creation kit but with enough patience and searching you will eventually locate all the MGEF whether available normally or only available to NPCs.