Research laboratories come in a variety of shapes and sizes, but all have a few aspects in common. First, laboratories cannot be used unless ample space exists for experimentation to take place. Although traveling and field laboratories exist, they must be carefully unpacked and assembled before they can be used. Second, laboratories have consumables which must be replenished as experiments are performed.
For the purposes of spell research, laboratories are broken down into two distinct areas. Common Laboratories are typically small enough to fit in a large trunk, and larger (master worked) laboratories often require a sizeable room to house. A common laboratory is sufficient to conduct research on spells with controlling schools that do not exceed 3 in potency. Master-worked laboratories are required to research spells with controlling schools of 4 or more. These laboratories (common and master-worked) can often serve a dual purpose: to conduct research and produce a Chemical product.
Common laboratories cost between 250 – 400 gps and can often be packed away in a large trunk designed for such a purpose (cost for the trunk is not included). These specialized trunks are made of reinforced wood and lined with padded cloth to support the breakable laboratory items. Setting up a common laboratory takes 2-3 hours.
Master-worked laboratories cost between 2,000 – 4,000 gps. Setting up such a laboratory requires a room no smaller than 250 square feet; most take up two rooms of this size. Setting up a master-worked laboratory takes three days. Master-worked laboratories grant a +2 bonus to both spell and ritual research rolls. Additionally, this bonus also applies to Alchemy rolls when using the laboratory to craft/produce alchemical products.
Poison Laboratories – these laboratories are come in common and master-worked varieties and are specialized to produce poisons. Common poison laboratories cost 325 – 500 gps, and Master-worked poison laboratories cost from 3,000 – 5,000 gps. The additional cost incorporated various safeguards into the basic laboratory, master-worked poison laboratories grant a +2 to skill checks as well as a +2 to resistance rolls versus poisons.
Alchemy Laboratories - these laboratories are come in common and master-worked varieties and are specialized to produce alchemical products. Common alchemy laboratories cost 350 – 600 gps, and Master-worked poison laboratories cost from 3,500 – 6,000 gps. The additional cost adds repetitious glassware, burners, and mixing containers. This allows alchemist to produce sufficient product for retail proposes. Master-worked poison laboratories grant a +2 to skill checks as well as a +1 to herbalism checks.
Crafting/Creating Laboratories: Individuals who possess Glassblowing skills can opt to make glassware for the laboratory, saving on the cost of purchasing it. Additional skills in carpentry, blacksmithing, and herbalism can likewise reduce laboratory purchase costs. In order to reduce the purchase cost of Master-worked laboratories, the respective skills must be at D10 rating or better.
Each time a laboratory is used (a full 8-hour duration or one day of work), 1% of its total value in materials/consumables is consumed. Should the actual cost of a common laboratory fall below 250 gps, it must be restocked before it can once again be useful. Master-worked laboratories that fall below the 2,500 gps value become common laboratories until they can be restocked. The percentages listed in Table 6d can also be used to reduce the cost of restocking a laboratory based on skill.
For example, a mage possessing glassblowing (D8), carpentry (D4), and herbalism (D10) wishes to construct a common laboratory. With his skills, he can reduce the overall cost of the laboratory by (25 + 5 + 20) or 50%. Although it may take him a few extra weeks of personal work, he could assemble a 400-gp laboratory for 200-gps. Further, when he actually uses the laboratory, he only pays 50% to restock it after use.