Most magic takes the form of rituals, which he'll explain in a bit, and these rituals consume one or more of these aspects of the caster(s) as fuel. The aspects are meaningfully named: when you do breath magic, you get winded; stamina makes you need rest; wakefulness magic makes you sleepy; health magic makes you weaker and more susceptible to illness; youth magic makes you live less.
Breath's domain is smaller effects and automation, things that don't need direct attention; a few simple rituals that use breath are having a mental clock, cleaning a room, telling small objects apart based on certain parametres (loaded versus fair dice, salt versus sugar water...), detect a certain class of things (water, people, animals, metal...) within a few metres, or figuring out whether something's poisonous.
Stamina rituals are more about physical or energetic effects, and directly affecting the world: heating or chilling a place, telekinesis with sensory feedback, warding against physical damage, creating light, forcefields.
Wakefulness does mental and sensory magic: magic detection, telepathy, empathy (both active and passive), translation magic, mind-affecting illusions.
Health is very versatile and focuses on affecting the "nature" of things: reshaping matter, healing, shapeshifting, transmutation, affecting biology directly, complex physical illusions (i.e. which actually exist and occupy space while they're active).
Youth is the most powerful of them, and is most efficient at creating permanent—or, at least, extremely long-lasting—effects, as well as effects that are very resistant to change. Anti-magic wards and more general things to prevent change/decay are a couple of examples, but there are actually much fewer of those than of the other aspects' because youth isn't renewable.
Most interesting and complex magic, however, combines two or more of these. You can add breath to a stamina heating ritual in order to make sure the temperature automatically stabilises and stays pleasant, you can add youth to literally anything else to make it permanent. Any of these can also create magical artefacts, but most artefacts use at least a little bit of youth to become permanent or near enough as makes no difference.
It is also possible to learn to convert between lifeforce aspects, and to use any lifeforce aspect to create a ritual that does any particular thing—so there is a meaningful sense in which it is more efficient to use one aspect as opposed to another to generate a given effect. However, using an aspect for something also attaches some of its characteristics to that something: any rituals that use youth will be by default much, much harder to break or even modify and improve upon than rituals that don't even if they otherwise do the same thing.
Any questions so far?