Gringo wrote on Aug 19
th, 2016 at 11:22am:
well, yeah - but these four imho arent in no way some iconic spells of illusion school. And actually imho really easily implemented - Improved invisibility is already in game (cloak of night invisiguard works like that, so it could be just duration/level version), shadow and demishadow magic could be done like simple multiselector spell with several already existing options, but changed save functionality. And weird is just another Wail tho for different save. Turbine just did really slopy job there.
Ok. You have a sorta point here. Illusion spells have often been difficult to adjudicate for a DM. In PnP these spells have often times been either implemented too powerfully or too weakly, all depending on the DM interpretation. In a computer moderated game spells like Phantasmal Killer are the easiest kind of spells to implement, because they have discrete rules regarding their implementation, whereas many illusion spells are fairly open ended in their implementation.
However, there are some iconic illusion spells which could be implemented fairly easily, although of course I'm talking out my ass wrt to the ease of implementation in DDO. Let's just say that I'd find them easy to implement in any game I was working on and let it go at that, shall we?
Blur - Already exists as a mechanic.
Hypnotic Pattern - Already exists as a mechanic.
Mirror Image - Excellent illusion spell with discrete mechanics. Attack the caster, roll to hit an illusion. Hit the illusion, reduce the number of illusions.
Phantom Trap - Could work with the existing Rogue Trap mechanics.
Displacement - Already exists as a mechanic.
Invisibility Sphere - No real difference from Invisibility, Mass.
Hallucinatory Terrain - This would have some value if creatures in DDO had any kind of aversion or sympathy for any given terrain type. While a bit of a stretch for the PnP spell, creating a lawful planar environment to discommode chaotic critters and the like would not be a terrible implementation. An AOE shattermantle effect, perhaps?
Invisibility, Greater - A new spell possibility. A potentially potent one, as only monsters who could see invisible would be able to attack at full power would be a threat. This kind of spell would kind of tie in with the failures of DDO to provide stealthy characters with either decent challenges or decent rewards. Killing everything in almost every case rewards more XP than any kind of stealthy victory.
Rainbow Pattern - Fascinate already exists as a mechanic. This is simply a mass effect of that same mechanic.
Shadow Conjuration - This spell and its higher level brothers are really just a way to allow an illusionist to inflict damage of a different type in the case that they are facing an opponent which is illusion immune. A very fair trade-off: Do less damage but you won't be simply useless.
Nightmare - Potential here to convert this spell to a combat spell. Effects could easily be minor damage and an interruption of casting similar to Ear Smash or other similar abilities.
Mislead - A blending of Invisibility and Mirror Image.
Simulacrum - Could be converted into a combat spell, with the Simulacrum being similar to a summoned creature. Perhaps with a very high Intimidate skill?
Scintillating Pattern - A straight up combat spell.
Weird - Basically an AOE PK.
So really, there are lots of illusion spells which could have been implemented by Turbine with the Gnome and Deep Gnome races. They just thought, as stated by Cordovan during one of his live streams, that spells were too hard. Which is a sad commentary, although true.
EDIT: This is only a summary of the illusion spells on the d20srd. There are no doubt a huge number of illusion spells available via the other source books.
Bottom line: Turbine had a huge wealth of already invented material that they could have drawn from for the Gnome and Deep Gnome races. And yet they deliberately choose to throw their hands up in the air, exclaim "Making spells is hard!" and introduce
zero new spells with their illusion focused race.