Here are a few example spells for prospective Dark Lords, cultists of the Old Ones, really bad really strong warlocks and Outsiders with magical abilities;
ROTES
Dark Banishing: weapon 16 physical attack vs athletics that slowly forces the target out of phase with reality. Take Out forces target into another plane of existence.
Feed the Darkness: weapon 14 zone attack vs discipline that slowly drains the victims' energy and feeds it to dark powers. Take Out forces the victims into exhausted sleep.
Darkfade: 11-shift veil - the caster becomes slightly out of synch with time and reality, thus becoming invisible.
Circle of Power: the caster requests the aid of the Dark Powers. This applies the sticky aspects "Dark Gift", "Inhuman Focus", "Dark Energies" and "Unnatural Power" that can only be tagged for destructive purposes.
Grasp of the Void: 14-shift, duration 2 grapple vs might, as per the orbius spell. The caster must usually pay for duration increase in following rounds.
THAUMATURGY
Sightblinder: 12-23 shifts summoning via diabolism. The caster summons power from Outside and infuses an object or person with it. Anyone looking at said person or object with Sight or similar abilities for the following day faces a horrendous vision through the Sight with power equal to the strength of the Sightblinder. A typical sightblinder will momentarily stun a wizard and force them to close their Sight. A verypowerful sightblinder can turn a wizard into a raving lunatic that tries to write down protective wards using his own eye fluids as ink. The spell is NOT discriminatory; the "protected" creature also faces the horrendous vision if it employs such divination. Do note that, unless countered, the energy of the spell dissipates into the world when the spell ends and effects minor changes, taking the world a very small step towards corruption...
Dark One's Claim: 18-29 shifts barrier via disruption/diabolism. The caster warps the area, creating an unnatural barrier of Outside energy that blocks the passage of and attempts to obliterate those trying to pass. This works similar to a warding except that it does not stack with a threshold or holy ground. (in fact, it acts in opposition to such forces). Do note that, unless countered, the energy of the spell dissipates into the world when the spell ends and effects minor changes, taking the world a very small step towards corruption...
Despoil: 12-23 shifts disruption. The caster unleashes a bolt of corrupting Outside energy that attempts to violate a non-Outsider barrier or threshold such as the sanctity of a home or holy ground. The spell does get weakened by the threshold but the remaining energy acts as an attack against the threshold it seeks to violate. Do note that, unless countered, the energy of the spell dissipates into the world when the spell ends and effects minor changes, taking the world a very small step towards corruption...
Veilripper: 16+ shifts disruption. The caster makes a tear in the fabric of the Veil that separates the physical world from another dimension - usually the NeverNever but also works with the Outside. Unlike with worldwalking, the intention is not a stable gateway through which creatures can easily travel that closes after a few minutes; the result of this spell is too strong, too disruptive to the Veil to close naturally (practically, it has enough shifts to always resist the Veil's attempts to heal). Unless dispelled, it stays up for a long time. Naturally, there are some agencies that frown on the weakening or tearing of the Veil...
Have-a-Squid: 16 shifts diabolism. The caster uses a sympathetic link to a location or target to summon an Outsider (such as a tentacled horror) practically on top of them, hungry and primed to eat them. The caster neither binds nor controls the Outsider herself - she merely summons one that is already hungry. As such, while this is a blatant violation of the 7th Law, it does not violate the 1st Law. The target must fight off the Outsider, run like hell, or be devoured (his choice). The Outsider, after the victim is eaten or flees, is free to do what Outsiders do when they come to our reality. It's not that Elena cares that much about it.