In general, Death replaces Life directly. Spells that do not involve Life can affect kindred as normal without requiring Death conjunctional. All these spells are handled as improvised, since few Mages would take the effort to codify them into rotes.
For any spell that directly targets a vampire, Blood Potency gets added to the vampires contested roll if the spell is contested. Resisted spells don't get that benefit.
- Boost physical and mental attributes of vampires
Boosting another's attributes is an advanced use of the Perfecting practice, thus Death 4 for physical attributes and Mind 4 for mental attributes.
- Heal Vampires of bashing, lethal and aggravated wounds
Death 3 for bashing and lethal at touch range, costing 1 Mana per casting. At Death 4 can heal aggravated but spell is always vulgar OR can be cast on sensory range. Getting both effects at the same time requires Death 5.
- Slow Vampires undead body, hinder his actions by means of dice and speed penalties
This already exists, use the Ennervation spell from Death 4.
- Change the appearance of vampires undead body (add or remove features)
Same as the Many Faces Life spell, but with Death 4 instead. This is an example of an advanced application of the Weaving practice.
- Command, control vampire for a limited duration. (as in control ghost)
Use Mind normally. Remember that supernaturals, will not be permanently affected by spells like Psychic Reprogramming and the like. You could also use Death 5 to forcibly control the vampire's body like with the Human Minion Life 5 spell.
- Sense vampires from a distance
Many arcana at 1 can help. Death will detect them straight if you ask. Matter will detect unusual traces of dried blood. Life will tell that a subject is not alive. Mind and Prime will find specific tells in their aura's. Forces will detect unusual body temperature.
Model your spell after Sense Consciousness (Mind 1).
- Protect himself from vampire disciplines (as in mind shield)
The spell Mental Shield (Mind 2) would protect as normal against disciplines that depend on manipulation of the subject's mind, such as Majesty, Dominate, Nightmare and Auspex (some of it). The potency of the shielding spell is subtracted from the vampire's discipline activation roll.
If a discipline does not normally require a roll, I suggest the vampire rolls Blood Potency + Discipline + Skill - Potency. Skill would depend on what is trying to be done, take a look at the description of Auspex and how it handles such a clash of wills.
Keep in mind that these answers are for nWoD 1e.