The first was a blast of kinetic energy designed to throw a target through the air. how many shifts would this take and how could you deal with damage if you threw the target into a wall.
I don't have the page number, but this almost exact question is addressed in the rules. Basically... you can't add damage just because you define it this way, or because your spell pushes someone off of a building. Any damage coming from the spell needs to accounted for *in the spell* and anything external needs to be an Aspect invoked for additional damage/effect/etc.
So, I think the best way to do this would be a maneuver to place an Aspect (a Sticky Aspect, preferably), as others have suggested. Then decide if it is more important to move the target, or damage it.
If move, then invoke for effect to have the target moved a distance agreed upon by you and the GM (remember that the target still gets to roll a defense check to avoid the spell). If you want the spell to have *also* hurt them, then just wait until the next time they are attacked, throw down a Fate Point to Invoke it a second time and say "Pity they just got 'Thrown Into a Wall' - they were a little too woozy to avoid getting hit by my associate with the brass knuckles." Just make sure they haven't shaken off the Aspect with a Maneuver of their own.
If damage, then wait until the next time they are attacked, and use your free tag to Invoke it a second time and say "Pity they just got 'Thrown Into a Wall' - they were already hurt from my spell - so getting hit by my associate with the brass knuckles is going to hurt even more." You just delay the literal damage that you wanted to do until it becomes important again. Just make sure they haven't shaken off the Aspect with a Maneuver of their own.
Ultimately the spell system isn't about combat simulation so much as Plot Power/Agency/Control.