Assume Gnorman to be approximately 22nd level (using AD&D 2E rules) with access to ALL Illusionist spells through 9th level (11th if using Nethiril or similar settings – Illusionist only) And a smattering of 1st through 4th level Alteration, Divination and Enchantment spells.
Gnorman’s clothes are a silvered cotton, and act as a Robe of Protection +2 , he also has Shadow Stepper boots, which allow him to walk on any surface that is solid or seems solid.
Gnorman’s most valued possession is a crinkled old wormwood wand. (GM Note: It’s a self recharging Wand of Wonder, which casts Illusions 50% of the time, and Evocations 20% of the time, and the other 6 schools about 5% of the time. GM makes up the random roll list and can rotate spells in and out at whim)
Adjust for game system as appropriate.