Flying Toaster
Explorer
I've been playing an illusionist in an urban campaign for almost two decades and I basically have to hold myself back or I'd easily dominate the entire campaign.
While having a DM who's not anti-illusion is a big part of making the class successful, learning how to be a good illusionist is something that experience really helps with. In every edition but 4E (where they were just a reskinning of regular wizards), illusionists are ludicrously powerful in many scenarios. (They're probably not who you'd bring to an undead-heavy campaign, though.)
I was the only person in my 1E group who ever played an illusionist. My gnome illusionist / thief became one of my favorite characters. I had originally envisioned him as a sort of harlequin jester who would mix sleight of hand (thieving skills) with sensory wonders (illusion spells) to pull off various trickster shenanigans, but the adventures (including an adapted X2 Castle Amber) did not offer many opportunities for that. But I did pretty well fighting with short sword and dagger, shooting a short bow, and blasting bad guys with Chromatic Orb and Color Spray, so in effect he played more like the classic elf fighter / mage. I tried to look for opportunities to trick opponents with illusions, but TSR dungeon crawl modules did not always make that easy. One of his best exploits happened when evil monks tried to throw poisoned daggers at us and missed. He picked them up and threw them back, hitting one monk who failed his save and died!


