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Grease
Thunderwave
Sleep
Fog Cloud
Melf's Acid Arrow
Ray of sickness
Silence
Ray of Enfeeblement
Animal Friendship
Hold Person
Spike Growth
Armor of Agathys
Charm Person
Entangle
Shatter
Web
Blindness
Colour Spray
You also might be interested in these spells: Guiding Bolt, Scorching ray, Magic Missile, Misty Step
The main thing to learn is what a saving throw is.
A saving throw is a type of defense and different enemies are more susceptible to one vs another.
High armored knights usually have good strength and constitution but suffer in dexterity. This means spells like grease or sleet storm that cause slippery surfaces do well against them
Big hulking bruisers usually have low wisdom and are susceptible to charms like hold person and command.
Spellcasters usually run with low strength so spells that grapple and restrain like web and black tentacles are effective there.
And then there are spells that target total HP like sleep and color spray and later on power word kill, which have no save as long as they're under a certain hp.
A control wizard has to know his enemies weaknesses more than other characters but is incredibly effective.
Action economy is the key to a battle. The team with the most actions usually has a massive advantage. Removing enemy actions is almost as good as outright killing them
For example, Charm Person only improves the attitude of the enemy (not to mention it can only be cast on humanoids) towards the caster, and if any of the caster's companions deal damage to that creature, the spell will break. That enemy, however, can still freely attack the caster's companions, who they are not kindly disposed towards. This creates a situation where it is only really useful for deflecting aggro on a creature away from the caster, but then everyone else also has to avoid hitting that creature lest the spell be broken. Almost seems like it was intended more as a non-combat spell, but then it sorta overlaps with Friends and isn't a cantrip.
Similar issues crop up with illusion spells. At least in tabletop, the Illusion school is flexible enough that creative players and DM's can come up with some off label prescriptions to use it for, but in a video game they generally have to narrow down it's effects to just a few choices.
Take for example, minor illusion. This is the spell description:
In BG3 all it does is create a distraction that draws monsters attention for a second (until they investigate it and then it disappears almost instantly).
It's not that useful.
In TT, you can create a pretty wicked character, or team of characters, that combines Illusion, Encantment, and Necromancy, raising the dead to fight for you, disguising them (and their attacks) with Illusions so that they can tear through entire villages with impunity, and Enchanting people to ignore your Army of the Dead. It's a true nightmare what you can do with these three schools, but again, video games tend to ignore them because Evocation and Abjuration are just easier to program.
So, if you want really good control from BG3, then petition Larian to overhaul the Illusion and Encantment schools.
Other than that, you can also go for some Evocation (cold based spells like Ray of Frost to impede movement, and lightning spells to remove reactions, or stun), and sometimes Conjuration (Ensnaring Strike, Web, Entangle, Fog Cloud) and Transmutation (Gust, Earthbind, Maximillians Earthen Grasp).
Druid's and Ranger's also have access to some control spells (Spike Growth is a really good one right now).
With a few movement buffs (Longstrider, Crusher's Ring, Boots of Speed) you can kite and slow and knockback enemies all day. And those aren't even your only options.
This game actually follows, or at least tries to follow, the 5th edition ruleset which Neverwinter threw in the garbage and lit on fire.
That being said, you CAN make a Wizard that uses 'control' spells like sleep or grease or what have you but it's not going to be a flashy 'gather them up and nuke them' gameplay like you're asking about. It's different enough not to even be comparable.
The magic itself isn't too goo, at least not yet - only up to tier 2 level magic is available, so you get it. And also the enemies - they are known to have saves way above what they would normally have. This means that currently magic isn't as good as you might expect.
Especially if you compare it to stuff like Neverwinter. If you hope for stuff like Bigbi's <Something> Hand / Gust Of Wind / Evard's Black Tentacles / Balagarn's Iron Horn / Any clouds (like Cloudkill) then you'd be sorely disappointed. That level of power is yet unattainable - and I don't think it will be when the game releases simply on an account that NWN is 3.5e and BG3 is 5e of DND.
EA more or less limits you to spells like
Grease / Grease bottle to save on slots... - firebolt explosion
Thunderwave - shatter aoe blasting
Sleep
Blind - Colour Spray
Bood and Ray of Frost combo
Then you got other stuff cos of concentration.
But if you throw cleric into the mix you can do stuff.
But again concentration takes alot of fun away from casting in this video game.
The spells you mention are "elemental" and not crowd control. And I gather you want them AoE too?
Some actual crowd control, as the others described accurately, is possible through illusion, etc.
In d&d, these(cryomancy, lightning, fire) are usually invocation/evocation spells. And the masters of this, evokers, just like all mage subclasses, are very weak at lower levels. And we have only Act 1(max level:4?) in our hands until release.
However, there are still so many barrels and environmental effect junk laying around(worth billions of gold d&d-wise, i must add), you could use most mage cantrips to create explosions and other effects if you are a good tactician.
Funniest post ive seen in a long while considering it come from someone defending dnd 5e... the ultimate streamlined edition that threw 3.5 ruleset in the garbage and lit it on fire.
At the end of the day let the people enjoy what they want because you sure arent any better than them.