"By the book" a defensive block action inflicting damage is comprised of two different actions and, therefore, out. However, I've said it before and will say it again, FATE practically begs for house rules...heck aspects are, essentially, mini-house rules in what it might mean from one group to another.
That said, I've been wrestling with the idea of multi-purpose spells as I know my player base will come up with them. Spells that entangle and damage are easy, they can follow the Orbius example via grapple and constriction. However, spells that inflict aspects and damage in one, without requiring two separate spells or the spell to guarantee a consequence are not possible. A "Cloudkill" style spell, where it could inflict an aspect like "Nauseated" while still inflicting a point or two of stress per round due to acidic vapors for the duration of the aspect (yes, I know that attack evocations do not, by the book, last longer than one exchange), or something similar as an example.
I mentioned this in another thread someplace, and I still think it would work...use the basis for the Spin rule, except open it to all actions (therefore, not just practitioners gain this benefit), but allow for attacks that strike with three shifts over their target's defense, or a maneuver that hits with three additional shifts, to enjoy a variant of Spin. In these cases, it could be (for the attack) a fragile aspect, or for maneuvers a limited amount of damage (1 stress, to keep it in line with Spin's +/-1). This would cover the notion of a "damage shield", where a defender's block (with Spin inflicted) could inflict a tad bit of damage, or a legsweep maneuver could do a small bit of physical trauma, and the like. It could also be used to enable two aspects on a target, like a hefty frost spell that would normally inflict a "Frostbitten" aspect could opt for (with Spin) 1 point of physical stress, or possibly even a fragile "Numbed and Slowed" aspect.