Needed no. But you can only use it if you have a space specific to the skill, which means the only way I know of to get +2 dice pool outside of character creation and Foci is "Special Work Area". Since a magic lodge is the only way to apply that to magic they are connected. If your looking at ways to increase your dicepool then magic lodge has an added ability thought "Special Work Area" to do that for you. While yes it is a specific location. When considering the beifits of a magic lodge that is a consideration of note.
I'm pretty sure that the special work area adds +2 to the limit, not the dice pool. (I'd made the same mis-reading at first). Also I seem to recall that it will only apply to one skill (so you could have a summoning work area -- probably a summoning circle -- but you'd need a second work area if you also wanted that bonus for ritual casting, etc.
Still worth it in many cases, especially for summoning and alchemy which you are often doing ahead of time.
(a few days later) Finally looked up the rule, and:
- the +2 is to limit, not dice pool. But
- what is covered is more nebulous. The work in CRB page 374 is "Skill checks relevant to the setting." I've interpreted this as generally being one skill, but really this could be broader than one skill, but could also be limited to less than a full skill. I.E. a workshop for hand-loading ammo and modifying guns probably wouldn't support some other uses of the armory skill, but a workshop for printing, engraving, etc might help both some uses of forgery and some uses of artisan.
But I would not grant it a bonus on all magic. Magicians don't need that much help, there I'd apply it to one skill -- but that is me, not hard and fast RAW.