dtgreene: Looking at the spell lists, I noticed one significant omission: There are no spells to help the player navigate areas. Why isn't there a spell to allow me to view the map where it is normally forbidden, or at least give me my coordinates in the area? (Even something like DUMAPIC from Wizardry would be nice.)
WingedKagouti: The closest spell to what you want is the 6th level Cleric spell FInd the Path. Given that it only guides you to a location and only does so in the shortest way possible, using it to make a map does not fit. Clairvoyance (3rd level Mage spell) could potentially fit as well, but the way it works would have been unwieldy to implement.
In general, the D&D divination spells will not work well in a cRPG unless severely limited.
Also, why is there no Phase Door (make the wall in front of you disappear) or Teleport (move to arbitrary coordinates in the dungeon, assuming the area isn't no teleport) in the games? Those spells definitely exist in Dungeons and Dragons, and there are cRPGs that implement these spells (Bard's Tale series for one), so why don't they exist in these games?
WingedKagouti: Teleport is out because it could allow for massive sequence breaking, and the D&D version would be at least as troublesome to implement as Clairvoyance. Passwall or Phase Door could be used to accidentially leave a map, and they'd also allow for a lot of sequence breaking.
Teleport could be handled like in Wizardry and Bard's Tale: choose the coordinates you want to warp to, and you end up there.
Sequence breaking could be prevented by having the spells fail to work in those areas where it would be an issue. As I mentioned, there are other cRPGs that actually *did* implement these sorts of spells.
To prevent leaving a map in a strange direction, just make the spell fail. (Or, for Teleport, you could be cruel and adopt the Wizardry approach; teleporting outside the map causes you to teleport into solid rock, causing your entire party to be GONE.)