The Apothecary's Laboratory (SNS)

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Each apothecary starts out with a basic laboratory in his home. This place is filled with all sorts of rare and exotic ingredients, as well as a vast s tore o f more commonly used items. Maintaining this lab (keeping it stocked with ingredients, replacing broken apparatus, and upgrading laboratory equipment) costs 50 gp per month per character level.
If the lab is somehow destroyed, it costs the apothecary 1,000 gp per level to restore the lab to its former glory. If the apothecary does not have enough money on hand to entirely rebuild his sanctum, h e may construct a lesser lab, but then he suffers a -1 penalty to any Concoction proficiency checks for each difference in level between himself and the lab.
For example, Varda, a 2nd level apothecary, damages his lab during an experiment. It will cost him 2,000 gp to restore his lab to 2nd level. Unfortunately, Varda can afford to pay only 1,000 gp towards the restoration of the lab. After the repair, Varda's lab is only 1st level while he is 2nd level. Thus, he suffers a - 1 penalty (his level minus the lab's level) to any Concocting proficiency checks.
When a transmute r apothecary is away from his lab, he loses the bonus spell that he can memorize with each level. If the lab was destroyed and only partially restored, he can only memorize the extra spells up to the level to which the lab is currently at.
In other words, if a 7th-level transmuter apothecary only had 5,000 gp with which to restore a lab, he would suffer a -2 penalty to all Concocting proficiency checks. Also, he would only be able to memorize his bonus spells for the 1s t through 5th levels.