DnD Next Magic Item Detail Cruncher

[main]

1,Creator: [creator] Nature: [nature] 1,Creator: [creator] Nature: [nature] Property: [property] 1,Creator: [creator] Nature: [nature] Quirk: [quirk] 1,Creator: [creator] Nature: [nature] Property: [property] Quirk: [quirk]
 * main

1,Abyssal (black metal or horn, or tanned demon hide; runes spell nonsense words; owner has unrememberable nightmares) 3,Ancient human (meaning of any symbols forgotten; from a fallen kingdom or ancient figure of legend) 1,Celestial (weighs half normal weight, inscribed with wings, suns, etc.) 1,Draconic (made of shed dragon scales; incorporates parts of horde; grows warm w/in 100' of dragons) 1,Drow (half normal weight; black; inscribed with spiders; may disintegrate from overexposure to sunlight) 1,Dwarven (durable; dwarven runes; hard to damage) 1,Elemental (air) (light; feels hollow but tough as usual; fabrics are wispy gauze and silk) 1,Elemental (earth) (stone or studded with polished rock) 1,Elemental (fire) (warm to touch; crafted from black iron; sigils of flames and leering efreets; red and orange) 1,Elemental (water) (leather or cloth replaced with fish scales; metal replaced with seashells and worked coral) 3,Elven (well preserved, light, flexible where necessary, leaf and vine motifs) 1,Fiendish (metal - black iron with runes, warm to touch, fiendish faces; cloth - demon or devil hide) 1,Giant (looks a little oversized) 1,Gnome (looks overly mundane)
 * creator

1,Arcane (mage's sigil; faint magical glow) 1,Bane (made to kill a certain kind of enemy; they fear it) 1,Storied (once wielded by great hero or villain) 1,Ornament (used for special occasions; decorated with pretty shit) 1,Prophecy (bearer of the item destined to play key role in future events) 1,Religious Icon (devoted to particular god; followers seek it) 1,Sinister (linked to a terrible deed; DC 15 to recall) 1,Symbol of Power
 * nature

19,[properties] 1,[properties]; [properties]
 * property

1,Beacon (light - bright 10', low 20'; command word) 1,Compass (points north with concentration) 1,Conscientious (pangs of conscience for malevolent acts) 1,Delver (know depth underground and direction of nearest staircase etc.) 1,Gleaming (never gets dirty) 1,Guardian (+2 initiative) 1,Harmonious (attuned in 1/10 normal time) 1,Hidden Message (visible at a certain time or under certain conditions) 1,Illusion (alterable appearance in minor ways) 1,Key 1,Language (you can speak the creator's language or something) 1,Sentinel (glows when creator's enemies are within 100') 1,Song Craft (song reveals a secret) 1,Strange Material 1,Temperate (feels no effects of temps 0-120f) 1,Unbreakable 1,War Leader (voice carries up to 500') 1,Waterborne (floats in water; advantage to swim) 1,Wicked (encourages wickedness)
 * properties

1,Blissful (creates optimism; butterflies and shit) 2,Confident (bearer feels nigh invincible) 1,Coveted (nearby intelligent creatures want it) 1,Covetous (owner obsessed with material wealth) 2,Frail (looks decrepit, slowly falling apart) 2,Hungry (only works if a drop of fresh humanoid blood is applied in past day) 1,Loud (makes loud noise when properties activate) 1,Melancholy (makes you sad when confronted with overwhelming odds) 1,Metamorphic (appearance changes constantly, slightly) 1,Mistaken (bearer keeps being mistaken for someone else) 1,Muttering (grumbles and mutters constantly) 1,Painful (lingering aching; flashes of pain when activating a property) 2,Possessive (demands attunement and nothing else may be attuned) 1,Repellent (makes you feel gross and scared) 1,Slippery (resists being picked up - opposed dex [mod +0]) 1,Slothful (-2 initiative)
 * quirk