These are some of my ideas for new enchantments that can only be found in chests:
Sniping:
Levels: I
Item: Bow.
Conflicts with: Explosive, Power.
Effects: Increases the amount of damage done based on how far the arrow travels.
Level I: i heart for every 6 meters the arrow travels up to a maximum of 10 hearts of extra damage.
Explosive:
Levels: I-III.
Item: Bow.
Conflicts with: Sniping, Power.
Effects: Turns the bow into an area effect weapon, only useful against groups of players/mobs. Produces explosion particle effects. Only effects entities.
Level I: Does normal damage plus effects from other enchantments (such as setting targets of fire, knocking them back further or the vapyrism effect) to targets with in a 1 meter radius.
Level II: Same as I but with a 1.75 meter damage radius.
Level III: Same as II but with a 2.5 meter damage radius.
Vampyrism:
Levels I, II.
Items: Bow, Sword.
Conflicts with: Flame, Fire aspect.
Effects: Does damage over time in the form of a new effect similar to being on fire; Bleeding. When bleeding an enemy goes red (like when taking damage) but stays red even between taking damage, sometimes heals whatever struck the blow occasionally when enemy takes damage from bleeding. A mob/player that is bleeding can be set on fire which will replace the bleeding effect, a mob/player that is on fire cannot get the bleeding effect. Bleeding damages the mob/player at the same rate as being on fire. Works on all non-boss mobs.
Level I: Starts target bleeding for between 2-4 seconds with a 15% chance of gaining health when health of target is lost.
Level II: Same as level I but lasts for 4-8 seconds and has a 30% chance of gaining health when target loses it.
Protection from magic:
Levels: I-IV.
Items: All armour pieces.
Conflicts with: All other protection enchantments:
Effects: Reduces damage from potions and extra damage done by enchantments. Has no effect the base amount of damage done by normal attacks. The maximum amount of damage from "magic" that can be absorbed by armour with this enchant is 40% (50% of 80%, with a full set of diamond armour enchanted with Magic protection IV)
Level I: An armour piece with this enchantment is 20% effective at absorbing extra damage from enchantments and potions (For example: if you had a full set of of diamond armor enchanted with this, damage from potions would be reduced by 20% of the amount of damage that would be reduced if armour was fully effective at absorbing potion damage or the extra damage done by enchantments)
Level II: same as I but 30% instead.
Level III: same as II but 40% instead.
Level IV: same as III but 50% instead.
Sniping:
Levels: I
Item: Bow.
Conflicts with: Explosive, Power.
Effects: Increases the amount of damage done based on how far the arrow travels.
Level I: i heart for every 6 meters the arrow travels up to a maximum of 10 hearts of extra damage.
Explosive:
Levels: I-III.
Item: Bow.
Conflicts with: Sniping, Power.
Effects: Turns the bow into an area effect weapon, only useful against groups of players/mobs. Produces explosion particle effects. Only effects entities.
Level I: Does normal damage plus effects from other enchantments (such as setting targets of fire, knocking them back further or the vapyrism effect) to targets with in a 1 meter radius.
Level II: Same as I but with a 1.75 meter damage radius.
Level III: Same as II but with a 2.5 meter damage radius.
Vampyrism:
Levels I, II.
Items: Bow, Sword.
Conflicts with: Flame, Fire aspect.
Effects: Does damage over time in the form of a new effect similar to being on fire; Bleeding. When bleeding an enemy goes red (like when taking damage) but stays red even between taking damage, sometimes heals whatever struck the blow occasionally when enemy takes damage from bleeding. A mob/player that is bleeding can be set on fire which will replace the bleeding effect, a mob/player that is on fire cannot get the bleeding effect. Bleeding damages the mob/player at the same rate as being on fire. Works on all non-boss mobs.
Level I: Starts target bleeding for between 2-4 seconds with a 15% chance of gaining health when health of target is lost.
Level II: Same as level I but lasts for 4-8 seconds and has a 30% chance of gaining health when target loses it.
Protection from magic:
Levels: I-IV.
Items: All armour pieces.
Conflicts with: All other protection enchantments:
Effects: Reduces damage from potions and extra damage done by enchantments. Has no effect the base amount of damage done by normal attacks. The maximum amount of damage from "magic" that can be absorbed by armour with this enchant is 40% (50% of 80%, with a full set of diamond armour enchanted with Magic protection IV)
Level I: An armour piece with this enchantment is 20% effective at absorbing extra damage from enchantments and potions (For example: if you had a full set of of diamond armor enchanted with this, damage from potions would be reduced by 20% of the amount of damage that would be reduced if armour was fully effective at absorbing potion damage or the extra damage done by enchantments)
Level II: same as I but 30% instead.
Level III: same as II but 40% instead.
Level IV: same as III but 50% instead.
Will post more if I think of any.
Wait for time
In the break of new dawn
We will never meet
Same reason thorns is, I guess.
Wait for time
In the break of new dawn
We will never meet
They do seem like very OP enchantments, so I could understand why they would be only found in chests.
Thorns isn't chest exclusive, you can enchant your stuff with it normally.
Only on chestplates and books.
Even if that's right, books still mean you can get it on everything else...