There are five basic types of magic: Arcane, Metaphoric, Divine, Ki, and Inherent. Magic in general involves a combination of skills, specs, and sometimes characteristics.
Arcane is the magic of studying and understanding the nature of magic, or at least specific patterns that cause magical effects. In any form, it involves a lot of study and practice. It uses both skills and specs. It can, with study, be used to do almost anything. It is very adaptable to freeform magic, but using it freeform takes much more time than using it from a well studied spell (a spec). Skills and specs for Arcane are currently TODO.
Metaphoric uses some metaphor to understand magic and to make it easier to perform. Metaphors used vary between different traditions, what they are best for varies between metaphors, they are quite good at what they apply to, but not very good at other things. Will use skills and specs, reasonably adaptable to freeform magic, but takes more effort and sometimes harder. Details are TODO.
Divine magic interacts with divine energy in one form or the other, either asking minor spirits, gods, or some divine belief. Should be somewhat different than other forms of magic, but is very much TODO.
Ki magic involves channeling inner energy. This may be mental or spiritual in nature, it also can involve the use of pressure points to align the energy of others, and may also align energies in crystals. Very good at creating physical or mental effects, esoteric techniques can be used for other effects to some extent with study from exotic sources. Usable for freeform, but with drawbacks. Uses skills and specs. Skills (except esoteric ones) complete (though there may need to be more for crystal work), specs TODO.
Inherent magic covers a variety of different types, from racial abilities to odd powers that some are born with or gain from pacts with supernatural creatures ('Warlock'). Given the range of things covered by it, it is hard to classify it much farther. It does not use skills, and can generally not do freeform (there are some limited freeform abilities, but their effect is at the discretion of the GM). Generally uses specs, uses some characteristics.
Ki magic, at least, will involve the rolling of two skills, one to use it at the desired range, and one to use the type of effect you with to use. You must roll the correct range skill against a DC (most effects can be used at any range, but some ranges have higher DCs), missing this by less than a single increment means that it works with reduced effect, missing by more means it does not work. If you succeed by more than an increment, you gain a small bonus for each increment you succeed by. You then roll the skill for the effect you wish to create.
All magic involves some sort of pool cost, different types will use different pools. Deciding which ones are TODO for the most part, but ki magic will probably use Focus for the most part, and some physical pools. Inherent will generally use Sanity and Body. A few racial or unique abilities may not have pool costs and have other restrictions instead.
Using Ki powers:
First, make a roll against a set DC with Self, Touch, ect. This is the activation roll, if it succeeds, you manage to do something, if it gets extra thresholds of success, you pay less to activate the power, if it fails by a single threshold, you can still activate it, but you must pay twice the normal cost (your choice). Next is the power roll: roll using whatever skill is appropriate for what you want to do. Harder tasks have higher DCs. If you succeed, you do what you want, if you get extra thresholds, then it is more powerful than normal. If you fail by a single threshold, then it works, but is weaker than normal. If you fail by more, it either does not work and you still must pay the cost, or something goes wrong. If you have the spec for the particular power, then you gain a bonus on this roll.