I agree the illusionist gets more powerful as the game progresses (better odds of fooling thethe idea was, the illusionist's OLD spells have a half life.
village, previous seer targets to avoid). I don't believe it's fast enough to double in power
every turn though, so the fade seems a bit too fast.
Maybe hartwell can work out numbers. Now I
think about it, an "info twice" change may be a bit redundant. (The seer could info twice right
now, the illusionist is unlikely to project on a previous seer target - and it's still probably a
wasted move).
How about this? If the illusion is successful (including the illusionist being 'villager') then the next night's illusion always fails (maybe the illusionist has to go recharge or something)? A bit easier to reason with than a random chance of failure. Sounds like it could REALLY get the villagers tied in logical knots as well...