A "rod" is a magical device similar to a scepter and may be used as a light mace. Thus, a man-sized variant is about 18 inches long and made of stout metal with one end heavier than the other.
A magical rod must be held in a limb to be used, a "command word" (or phrase) must be used to unleash the magic, and each has a limited number of charges before it will stop functioning and becomes non-magical.
Some rods may be "recharged". These will be noted—an item must be recharged before becoming completely depleted of charges or it becomes permanently non-magical. See Recharging Magic Items.
Caster Level All rods function at Caster Level 12 unless stated otherwise.
Casting Time Most rods requiring an action to bring about an effect are treated as invocations. Some rod functions occur as part of a melee attack.
Range An effect centered on the wielder is "0"; Otherwise other effects will list a range (similar to spells).
Area of Effect See Casting Spells.
Duration See Casting Spells.
Save See Casting Spells.
Aura The notation is used for detect magic effects (priest-cast detection is larger grained than magic-user): [priest]/[magic-user]
Class Requirement If only certain character classes can use the item, it will be noted here. Creatures without character classes typically cannot use items meant for a specific character class (per the GM).
Encumbrance Most rods have the same encumbrance weight as a light mace (5-lbs.).
Charges Most rods have a maximum of 50 charges (5d10).
XP Value/GP Value These are the requisite values for whole and fully charged items. If partially used, the values are at the remaining ratio. See also XP for Treasure and Magic Items.
Effects If a spell effect is indicated, it will be a mage spell, or, if not a mage spell, a cleric spell (unless the spell-type is indicated).