A staff is a weapon of the same general size and shape as a quarterstaff and each may be used as a weapon ("staff").
A magical staff 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. See Casting Time below.
Charges. Unless noted otherwise, a magic staff may possess a maximum of 25 charges.
Some staves 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 staves function at Caster Level 8 unless stated otherwise.
Casting Time Most staves requiring an action to bring about an effect are treated as invocations. Some staff 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 All staves have the same encumbrance weight as a staff weapon (5-lbs.).
Charges Most staves have a maximum of 25 charges (2d12+1).
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).