Here are some curse examples that do not incur Lawbreaker. This does not mean they are not crippling or nasty - any one of them can ruin someone, get someone institutionalized, neutralize a target or even have them killed. The curses give you enormous power on the mortal world, in ways nobody in the mortal world can counter, without breaking the Laws of Magic. In fact, they work a lot better in taking power in the mortal world that many lawbreaking spells because they are directed against what gives powerin the mortal world (unlike most magic) : money, social power, political power, credibility, family and connection.
Mask of Death [Disruption/Veil or Necromancy 30 shifts]
Effect: you make the target appear to be dead, even though they are not, long enough for their next of kin to make funeral arrangements. The magic does not kill the target; it only deceives their family into having them buried alive or cremated through their own actions. Bonus points for the victim being alive to hear his own funeral arrangements
Mechanics: physical block vs endurance 14 shifts to keep the target paralyzed, veil 12 shifts to make him appear dead for most examinations. 4 shifts to increase duration to a week.
Eldritch Plague [Disruption 30 shifts]
Effect: you magically inflict the symptoms of some crippling disease upon the target. The magic keeps him immobile, not some real disease or damage to his body; human medicine would be unable to cure the victim. In fact, finding what exactly is wrong with the target beyond their apparent symptoms is quite hard.
Mechanics: physical block vs endurance 12 shifts to keep the target largely crippled, veil 6 shifts to make him appear to have some incurable disease, 12 shifts to make the curse last one mortal lifetime.
Illusory Madness [Veils 26 shifts]
Effect: you create illusions upon the target's senses. This can be as simple as sensory deprivation but hearing voices or unearthly visions are much more fun. The spell does not affect the target's mind - it merely creates an illusion for him to see; targets of "Illusory Madness" are often institutionalized after rationally insisting that they keep hearing/seeing said illusion (hence the spell name) but even if they aren't, and even if they realise the visions are not real, the distortion to their senses is enough to keep them from functioning.
Mechanics: Veil 14 shifts, 12 shifts to make the curse last one mortal lifetime.
Cloak of Obscurity [Veils 26 shifts]
Effect: the target becomes a nobody, utterly ignored by family, friends, allies and people in general. They could still function in life but they usually become angry loners as their any attempt to be socially active or draw anyone's attention is utterly ignored. They don't become invisible but, socially speaking, they might as well have been.
Mechanics: veil/block 14 shifts vs social interaction, 12 shifts to make the curse last one mortal lifetime.
Curse of Poverty [Disruption 26 shifts]
Effect: much like an entropy curse, this spell affects the target's luck. Unlike an entropy curse, the extremely bad luck is focused on one single aspect of life and is long-lasting; money. The target goes to withdraw money from an ATM? It happens to not function as long as they're trying to use it. The target wants to make a lucrative business deal? Someone else undercuts him, the offer happens to no longer be available or for some reason the deal falls through. The target has an intermediary/accountant handle his money? The accountant happens to be a total incompetent that causes him loss, a cheat and thief that embezzles until there os nothing left or outright moves the accounts and vanishes or an IRS plant looking for (or even arranging for) financial dirt. The target personally buys something with actual money? He somehow ends up carrying a couple fake bank notes that are recognized by the shop that then denies him service, or the shopkeeper mistakenly thinks his money/credit is no good or he gets mugged on the street. In effect, the target of the Curse of Poverty may be an average man or the richest man alive but it does not matter; a ridiculously improbable but technically possible reason always crops up for him being unable to actually use his wealth.
Mechanics: block 14 shifts vs resources, 12 shifts to make the curse last one mortal lifetime.