In preparation for the eventual debut of the Exult-powered Ultima VI Remake, I am currently slogging my through Ultima VI (via Dosbox). While it remains one of the most well-crafted examples of RPG storytelling and world-building, Ultima VI has its problems. CRPG Addict has documented many, if not most of them.
The spell, seance is one:
““Seance” is a mystery. It’s supposed to let you speak to the dead, but it hasn’t worked once any time I’ve tried it. I had this idea that it was useful in case you accidentally killed a key NPC, but it never works when I cast it on NPC bodies. It didn’t work on Quenton’s ghost, either. “Gate Travel” is a waste of time when you have the Orb of Moons. “X-Ray” saves you from, I don’t know, having to open a door.
”
The spell, eclipse is another:
“But the grandfather of all unnecessary, mystifying spells has to be the eighth-level “Eclipse,” which expends 8 spell points and mandrake, sulfurous ash, nightshade, garlic, and blood moss to temporarily blot the sun and plunge the world into darkness—a condition that does absolutely nothing for you except require you to stumble around in the dark. Britannians don’t even comment on it.”