Physical Requirements

Once the wizard has decided where he wants to locate his laboratory, he must buy, build, or rent an appropriate building or room. The space should be well-ventilated and well-lit, although the wizard can do without these comforts if he wishes. The room must be dry and sound; dampness can destroy libraries or cause important reagents to lose their potency. In addition, the laboratory requires at least 400 square feet (a 20-foot by 20-foot room or equivalent floor space) for the furnishings and work spaces.

In urban or civilized regions, the wizard may be able to set up his laboratory inside another building—for example, the castle of his patron noble, a university or library, the local wizards’ guildhall, or an inn operated by a fellow adventurer. Generally, the rent on the room should be 30 to 100 gp or (1d8+2) x 10 per month, depending on the exact circumstances of the arrangement. Renting a shabby room in the thieves’ quarter is far less expensive than paying the dues of a guildhall or university membership. A player character may be able to avoid paying rent altogether if a friend or patron puts him up.

If the wizard doesn’t want to borrow or lease a room from a landlord, he can buy a suitable building. Again, the place should have at least 400 square feet of floor space, or somewhat more than that if the wizard intends to live there as well as maintain a laboratory. (A two-story building of about 20 feet x 20 feet would do nicely.) Or, he can choose to build a new building instead of buying an old one. The table below lists construction times and costs for new buildings; buying an existing structure costs anywhere from 50% to 100% or (1d6+4) x 10% of the listed figure.

Stone buildings are sturdier and more durable than wooden buildings, but still feature wooden supports, flooring, and other features. Some interior partitions or walls may be made of wood instead of stone.

Wooden buildings are much easier to build than stone buildings. The disadvantage lies in resistance to siege attacks or other forms of damage; wooden buildings can be destroyed easily by many spells or heavy weapons.

Building size is a rough description of the building’s dimensions. This fits the building types described in DMGR 2, The Castle Guide.

Time is the number of weeks required for construction, assuming a working crew of 10 laborers with good supervision. Obviously, this only applies in the event the wizard wants to have someone build him a new laboratory. If the wizard wants to save money, he can hire fewer workers, doubling the construction time for a savings of 25% off the basic cost. On the other hand, if he’s in a hurry he can raise the building in 75% the usual time by hiring more workers, doubling the cost.

Cost is the amount of gold pieces required to have the building raised. This includes permits, bribes, pay for workers, expendable supplies, and all other expenses incurred. If the wizard is buying an existing structure, he need only pay (1d6+4) x 10% or 50%–100% of this price, depending on the building’s condition, the circumstances of the sale, and other factors.

Area is the square footage of the completed structure. A small building suffices for the wizard’s laboratory, but if the character wants to live in the same building, it must be at least medium-sized.

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