ok blade sentinel, if you wanted a near match, I would actually just get a shuriken model animate it to spinning in place. Either make it a placeable or apply it as an effect you can move. Script it in so anybody within x meters of the placeable gets hit. That's not so much a spell animation and definitely not a beam. Alternately you could make an animation that moves the blade from its base to x meters away and set up a zone spell. Then when you cast the spell, the effect gains the alignment of your character and stays where you put it, underlayed with your damage causing zone. Again not a beam.
I am not certain by images, but blade fury looks like a spray to a single point, for which you also don't need a beam, although a bezier ray might be more direct to the target the way you want. Bezier can be made to stop at the target while other effects just pass through. Again you need a shuriken model, or at least a shuriken texture, to align flat to the map. I would not use a beam for it personally, but casting the bezier as a beam does give you that end target point. Let me look into this one a bit and maybe I can come up with a good bezier for you.
Working on a few prismatic beams right now.
Beams cannot split at the end, they only converge. You can however cut them short with the threshold value, but never tried it.
If you combine a high threshold value with a high lightningRadius value, random chance could make your beam open on the end instead of closed. That is all theoretical as I have not played with it.
You then apply an explosion impact on your target, filling in the gap. Explosions should be taken care of with impact effects not in the actual beam model.
Making beams come from both hands requires the use of the "up" casting animation and a patch for your character animation models that sets monster nodes at each hand OR spacing the beam emitters so far apart. However spacing them in the beam model will not look right on all races.
Look up "monster nodes", I think OldTimeRadio has a great video on what you can do with that. See if making beams come from special points is something you really want to do on your models first.
If you get that far and have a monster beam set up per hand, you can then do two EffectBeam() functions in your spell script and apply one to "monster1" and one to "monster 2". You'd need two beam effects unless you want each beam to be the same (like Kells and Warlocks in Dungeon Siege 1).
I didn't see any prismatic beam graphics in complete arcane, but I did see 3 pages where beams originated at both hands. That kind of stuff could be done, but depending on how far apart the hands are, the two beams would not combine until the target. So far as I know I cannot cast a beam from hand 1 to hand 2 on the same model either unless I simply guessed at where it was.
Dungeon siege 1 also has some interesting effects most people never see. For instance there is an effect where when casting, the caster's arm all the way up to the shoulder takes on a sparkle. Its not a texture on the model itself, they just knew where the arm model was supposed to be (from what I can see). If you make assumptions you usually lose out, especially when trying to fit something to every race. But if you made a matching effect for every race it would probably work just fine.
here is my second attempt at a prismatic beam.
http://www.facebook....2200912&type=3. The first was utter failure so lets not talk about it. I would personally go a bit fatter and brighter for one I would use. A custom explosion is probably also required, however if the DND prismatic beam is supposed to do different things, then maybe the impact vfx already available are sufficient for each effect.