Mechanically, magic in Sai'is works according to standard D&D 5e rules, when it works at all. Culturally and theologically, there are distinctions. The exception is detect magic - magic functions like radiation. Efficient magic is harder to detect, while "leaky" magic is easier to detect, and there are abjuration spells that can make magic entirely undetectable to the detect magic spell.
Learned magic, as practiced by Wizards, is illegal. Orcs do not want any force to challenge the technology provided to them by the gnomes. This has resulted in a magical black market, where spelldealers sell magic, be it services, items, scrolls, potions, or even the spells themselves.
Innate magic, being impossible to weed out entirely, is treated differently. Those with racial affinities granting magic are tolerated with little interference, though there are taboos associated with such magic in certain circumstances. Sorcerers, however, are treated very differently. As soon as a sorcerer's ability manifests itself, he is taken from his family to a special state-run school. The family is paid handsomely, can visit them, and is excused from taxes for a year following the sorcerer's manifestation, all to avoid revolt. The sorcerers themselves are treated even better - they are given status in society just below the nobility, and many other privileges besides.
Among sorcerers, the highest honors and privileges are granted to the Spellguard, those who specialize in magical law enforcement. Since the ability to detect magic is necessary for this duty, members of the spellguard are often called "Hounds" by the lower classes and the criminal element in particular.