Essentials Enchanter/llusionist Mage, is to my mind, the coolest wizard build in 4e. And yes, he can pull of lots of the stuff you are talking about. If you train in Bluff as well, this will help your chances when you try to pull off 'improvised stuff' with your cantrips, say with Ghost Sound for example or Predigistation.
Here's a look at my Mage tweaked to be more beat yousrelf up that you want to pull off:
Relic, level 4
Human, Mage
Level 1 Apprentice Mage: Enchantment Apprentice: When your spells force someone to move (Push, Pull or Slide) the distance increases +2
Level 4 Apprentice Mage: Illusion Apprentice: When you hit enemy with an illusion power their next attack vs you is -2 ATK (your illusion distracts them, making it harder to hit you)
Human Power Selection: Bonus At-Will Power
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit): Cheap way to increase HPs. (Use INT instead of CON to determine starting HP); Your DM may not allow this background as it is Campaign specific, however you can maybe make a flavourful background for your character that may help your case. 4 hp difference at level 1, +1 hp when INT is raised at lvl 4. Not such a big deal with monster dmg levels having been raised.
FINAL ABILITY SCORES
Str 8, Con 14, Dex 10, Int 19, Wis 15, Cha 13.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 16, Wis 14, Cha 13.
AC: 18 Fort: 15 Reflex: 17 Will: 17
HP: 41 Surges: 8 Surge Value: 10
TRAINED SKILLS
History +11, Arcana +11, Dungeoneering +9, Insight +9, Religion +11
UNTRAINED SKILLS
Acrobatics +2, Bluff +3, Diplomacy +3, Endurance +4, Heal +4, Intimidate +3, Nature +4, Perception +4, Stealth +2, Streetwise +3, Thievery +2, Athletics +1
FEATS
Human: Orb Expertise: +1 Atk with Orb Implement; +1 to Push, Pull and Slide distance; this now means any power that forces the enemy to move in this way is pushed another 3 squares. If your DM uses interesting terrain, this is really, really good.
Level 1: Superior Implement Training (Crystal orb): +1 Atk to powers that target WILL (nearly ALL you powers in this case, as I have chose them specifically) and +2 dmg when you deal psychic dmg (also nearly ALWAYS due to powers chosen); Chanelled through your crystal orb your spells illusion and charm targets the mind with nearly irresistable accuracy, and with such strength that its damaging effect on the psyche is terrible indeed.
Level 2: Unarmored Agility: +2 AC when not wearing Armour. I like my wizard. I don't like it when people hit him!
Level 4: White Lotus Riposte: When you hit someone with one of your At Will spells if they attack you on their next turn you damage them automatically. This will only work for your powers that a) Attack i.e not Magic Missile (Mage Bonus spell) or b) deal INTELLIGENCE modifier damage (i.e not Hypnotism as it deals no dmg). Very easy to refluff this as your illusion dealing them damage, or them dealing damge to themselves caught in the illusion; This makes you a very unsavoury target for your enemy to choose. If the power is Illusion (Phantasmal Assault for example), they not only receive auto dmg but their attack receives the -2 penalty from the Illusionist apprentice lvl 4 feature
POWERS
Bonus At-Will Power: Hypnotism: vs Will atk; if it hits choose: Slide creature 3 (you can slide 6!) or Make it do a melee attack vs another creature with a +4 bonus to hit. Our Wizard uses this power to get inside mine and the barbarian's head to attack our enemies. Or have enemies attack each other of course. So easy to fluff that they are being affected by your illusions when this happens.
Level 1 Mage At-Will Powers: Beguiling Strands: vs Will; a massive Blast 5 that is ally friendly. Low dmage but Push 3 (you get Push 6!!!); Again what goes on here is so easy to fluff that they are being manipulated by your charming illusions!
Level 1 Mage At-Will Powers: Phantasmal Assault: vs Will; Illusion power; Okay single target dmg (psychic of course!). Here you are actually conjuring an illusion that thumps the enemy right inside his brain! Flavour what illusion you have conjured at your pleasure/leisure
Level 1 Mage Daily Powers: Phantom Chasm: vs Will, Illusion; psychic dmg; Ally friendly; Creates an area of illusion of a gaping chasm that has enemies thinking they are falling when inside the area. The illusion area stays there all encounter long. A good place to Push or Slide your enemies into, right? "Oh no ... I'm faaaaallling againnnnnn!!!!"
Level 1 Mage Daily Powers: Flaming Sphere: Errr ... okay ... not Illusion, or anything of the kind ... a big ball of blazing fire you can roll around harrassing and burning your enemies all encounter long (if you sustain it) ... too powerful to be overlooked.
Level 1 Mage Encounter Powers: Charm of Misplaced Wrath: Vs Will; if it hits, Slide target 3 (you get 6 of course, we know this now) and is Dazed and then, even if the attack misses (!) it attacks an adjacent creature of your choice with a +2 bonus to dmg!
Level 1 Mage Encounter Powers: Grasping Shadows: vs Will, illusion, psychic dmg; non ally friendly (careful); conjure an area of illusion, full of writhing shadowy arms that damages the mind leaving the creature slowed (can only move 2 squares); lasts til the end of your next turn, and anyone entering the area is damaged and slowed automatically. Another good place to Push or Slide your enemies!!!
Mage Cantrips: Ghost Sound: At will trickery with sound
Mage Cantrips: Prestidigitation: At will Minor Magic tricks that can be used in a wide variety of ways, limited only by your imagination (out of combat)
Mage Cantrips: Suggestion: Use magical persuasion when you lack good old fashioned charm
Level 2 Mage Utility Powers: Instant Friends: Charm someone to give you a helping hand; non-combat power
Level 2 Mage Utility Powers: Mystical Debris: Minor action at will power; Create areas that hinder the movement of foes about the battle field (difficult terrain). Very easy to refluff as illusions you create that hinder foes as they pass through.
Level 3 Mage Encounter Powers: Color Spray: vs will; Big Blast 5 that dazes; radiant dmg, oh well ... good vs undead! I plan to get a dragonling familiar (next feat i'd choose at lvl 6) athat I can use to deliver this power at range.
Level 3 Mage Encounter Powers: Hypnotic Pattern: Vs Will; Illusion; creates a hypnotic illusion spot that draws enemies towards it when they start their turn too close as an opportunity attack and leaves them slowed. If enough enemies aren't close enough to the pattern ... well, you could always spend an action point and Push them closer! (Beguiling Strands). Where to place the pattern? Why the most dangerous place possible of course!!!! Flavour the illusion to be whatever you want, be it a sirene or an irresistible slice of chocolate cake.
ITEMS
Crystal orb: Whatever the Orb you get, make sure it's of the Crystal Orb variety. You've spent a feat to be able to use this. So make sure you have one! I don't know how your DM plans to distribut treasure ... but drop REAL strong hints that whatever orb drops ... it should be a crystal one! I haven't looked into equipment to boost build further, as I think this is DM territory. No point postulating over something you may have no control over.
This build is a REAL solid start to the first 4 levels of your wizards career. You can't go much wrong from here. But, yes, the illusionist is a very good option, totally viable. Especially when combined with enchantment. Relevant Book: Heroes of the Fallen Lands
As you have expressed your situation doesnt allow you to buy the book, maybe a friend of yours from the gaming group will allow you to build your character on the character builder using his/her DDI account. One PC slot isn't such a big sacrifice, especially for a friend in need!
Good luck, and I hope you enjoy the game!
Edit: Keep in mind, although you are learning 2 spells at each level, and of each kind, you still have to choose which of the two you have memorised. You don't get to memorise both 1st level daily powers for example. You choose which one. At level 5 you get to learn 2 new daily powers, again you have to choose which of these you memeorise. But in a single combat you can use both your 1st level daily and your 5th level daily (and any utility and magic item daily powers you have as well, if you so choose. These extra powers known by the wizards adds a little versatility with making the wizard more powerful than other classes.