That massively depends on the system/world/flavour. My most recent quick-and-dirty from-scratch ruleset had ... let me check my notes...:
What I sent to the players at the start says:
Your Stats are: Wits, Charm, and Body, and possibly Magic. If there is no dedicated Magic Stat then cast magic using the most appropriate of WCB.
Add 1 to any single number in -1 +0 +0 +1 (or -1 +0 +1 if no Magic Stat), then distribute those numbers to your Stats to describe your character.
Viable Stat arrays might be: -1 +0 +1 +1, or 0 0 0 1, or -1 +0 +0 +2.
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Body: Represents your sheer physicality. So strength, dexterity, and coordination; as well as attractiveness and beauty.
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Charm: Is your ability to talk your way out of trouble, convince people to do something, or that something is or isn't true; or to seduce and manipulate people.
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Wits: Is how smart you are, how quickly you learn and how well you can apply the learning in practice. It might sometimes be called 'Mind' and can represent your resilience and ability to 'stick to it' in a 'mind over matter' way.
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Magic: Is obviously your ability to
do magic, to cast spells and to imbue your potions with power.
All your Stats can be used to empower each other:
Wits is needed to learn spells, but can allow you to work out clever ways to use spells —in non-classroom-approved ways— when the need arises. Proper preparation can give you a positive Condition to apply when casting a spell.
Dressing appropriately (or inappropriately, your mother might say) can use your Body to boost a Charm roll, for instance. Picking the right outfit may well be a Mind roll.
Magic could be used to rejuvenate the body and rid one of fatigue or even injury to 'boost' Body rolls. This could be Magic cast right now; or Mind and Magic used to make a potion, the use of which in an emergency does not require a roll. As with all stimulants, it can be a bad idea to rely on such things.
Some spells —rituals and potions, maybe— require long hours, or demanding and precise motions, which call for Body rolls to complete.