All the races on Djemity possess some sort of magic and almost every PC will be capable of at least some magic feats. Every character begins with at least 1 rank in a magic permitted by their caste (with the exception of those taking the Chimera trait). For those not from a mage caste, this is the only type of magic they can use. Mages have at least level 0 in all four of their Race's magics.
Each branch of magic is linked to a particular skill. When you (or someone you're working with) are attempting a task that requires that skill then your magic will assist.
The results of magic are not fixed. It is capable of feats of spectacular power but can just as easily fail you at a crucial moment.
Whilst most skills provide a static bonus the GM team will randomise the benefits of magic use.
Using magic isn't easy and being able to focus on it is critical to achieving its full potential. What this means in practice is that magic offers significantly greater benefits when you're working with someone else with the relevant skill.
The optimal condition for magic use is to work with someone else, whose mundane skill matches or beats your magic skill. The effect of using magic to enhance your own skill is smaller than that used upon allies. However, your mundane skill will not affect the benefit you get from your magic.
There are more details on each of the magics on their respective Race pages.
The Aquienos meditate upon the constellations known as the Star Guides to gain uncanny insights and abilities.
The Becquerel can see into their environment to manipulate the life-force in themselves, others and the land.
Kirlsa rites allow the spirits of defeated foes to be bound to their service.
Sylphim Channelling allows them to sense and manipulate the elements.
The Teklo claim divinity through the potency of their spoken and written words.
Details can be found on the Enchantment page.