In the description of the Birthright world in both 2e and 3e, it is supposed to be a low magic item world. Their are few magic items available and those that exist have a value above 4,000 gp. Yet their is no game mechanic given to account for the lack of magic items. The BRCS does give a reason, that mages believe power should be earned, not given, so they are loath to create a plethora of magic items. This reasoning rings hollow to me, since Birthright is a world where the majority of power is not earned, but is a right that inviduals are born to. It might make sense that wizards would be wary about selling weapons to the unblooded, but certainly not to those who have the divine escence within their blood. Here are a few suggestions for game mechanics which would account for the scarcity of magic items.

1. In addition to the normal costs of producing magic items, they all require an extra amount of material and production costs. For arguments sake this could be 1,000 gp worth. A ring an expensive jewel, an armour might have gold and silver gilding, a wand with many small emeralds which turn to ash after each charge is used. This would both make magic items somewhat rarer and inexpensive magic items significantly rarer.

2. an additional base xp cost.

3. Instead or requiring items to be merely of masterwork quality, require them to be superior masterwork. This would of course require purchasing the item from a dwarf.

4. require that the item be crafted by the mage which is going to enchant it. This would of course require a mage to spend more time creating the item, and probably to invest skill point into the particular craft skill. This side also has the side effect of encouraging mages to create multiple similar items which is also against the theme of the game.

5. require a certain amount of regency to be spent in creating the item. This would of course preclude the non-blooded and those who are blooded but do not have any holdings from creating magic items.