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And there are control spells that are more powerful. Command is a good example. If it lands, they miss their turn. Just 1 turn but still, it's guaranteed. And then there is Hypnotic pattern that only gives 1 save and lasts for multiple turns. Heat metal makes the enemy either drop their weapon or gives you an option to damage them every turn and they have disadvantage on attack rolls. Banishment sends enemies to shadow realm for multiple turns. Not to mention all the spells that limit movement speed, blind enemies, control space.... There are options but hard control is hard to come by, pun intended.
The solution to the problem you described is to get your spellsave DC higher. The higher it is, the harder to save against. By the end of the game, my enchantment wizard was pretty much able to "hold person" two people at once with 95% chance for each of them (only a critical 20 would save them).
Try to crowd control your fights and you will see how much better they go, just paralise your main target and hit it with your fighter, auto crits from a 2 handed weapon are just fun
Now, not to say a Martial cannot wear it, they definitely can, and you definitely can get them to up them ability to control the field with it, but it does level out by reducing their damage somewhat.
Case and point, giving a Martial the Gloves of Battlemage will increase their Spell Save DC by +1 per stack of Arcane Acuity which they get two stacks per attack made with a melee spell (Booming Blade, Shadowblade, any of the Smites)
I think spell saves should be rolled on the casters turn if anything, so that you were guaranteed to at least get 1 full turn of effect before the target gets another chance to save. If you cast hold person on an enemy that has it's turn directly after the spellcaster, they get to roll save twice and if either one succeeds, which it almost always does, then you might as well just cast something that will do damage if it succeeds.
And it’s the stongest playstyle in the game.
Had 90% chance to hold Monster on Rafael.
Guy did not move for the whole fight and ate 1crit after another.
But it takes some time to get going and looking for the right gear.
Control spells shine in the late game.
In act1 when you don’t have the stats and gear they work only on mosters that have clear weakness in some stat.
For example. "Hold person" makes attacks against the target critical hits. And pending on your initiative roll, 0-3 of your party members (+minions) are able to do attacks on target before the end of turn saving roll attempt.
Then there is upcasting which can make low level spell very potent. Which is very evident if you have necromancer in act III with it's staff to utilize life essence to cast max upcast necromancer spells like blindness without loosing a spell.
Ensnare also counts as standard attack so it has practical use with extra attack. Since you can ensnare target for advantage on your follow up shot and make better use of sharpshooter feat for extra 10 damage and it's accuracy penalty.
Not to mention spells have different saving throw requirements, so inspecting enemy attributes can help you utilize spells they have harder time with saving throws.
You, truly, have no idea what you're asking for. As someone else pointed out earlier, what you can dish out, the enemies can do right back to you. Many CC Spells/Effects last 10 whole rounds. 3 being some of the lowest. Take Crown of Madness, that is 10 rounds of an enemy forcing your companion(s) to attack each other for 10 rounds. No control, no chance to break out of it other than attacking the enemy Concentrating on the spell, if you even can because your ally is now casting more crowd control spells on the group.
I've had an ally get mind ****ed again to the squad to turn around and use Confusion on the area which further lead to my team being out of my control and if not for my Paladin passing the check on her turn, would have completely wiped.
In Act 1 there is multiple gear pieces that give Spell Save DC.
Ritual Dagger gives a 1d4 to all Attack Rolls (including Spells with Attack Rolls)
Melf's First Staff gives a +1 to Spell Save DC and Attack Rolls
The Protecty Sparkwall gives +1 Spell Save DC
Elixir of Battlemage Power gives +2 ~ +3 Spell Save DC (starts showing up around Lv6, can get Lv8 in Act 1)
The Shadespell Circlet +1 Spell Save DC while in shade
Why do you say that? The game has dispel magic, it has counterspell, and in both OG Bg1-2, and in 3rd edition, this was the way of things, and it absolutely worked. And who says it has to stay 10 rounds? Why not 1, 2 or 3 depending on spell? I just think it's a problem that has been done better, and can be done better.
Granted, there was rarely anything as frustrating in BG1-2 then getting Horror'ed, or Confusion'ed, but at least magic felt really cool that way. It's why having immunity to mind controlling effects on items, and a dispel magic wand on said character handy was such a must. And it could be again.
This is a very useful list, thank you. Granted most of these are a bit deep into Act 1, and some overlap (staffs), but this will prove very useful if I want to actually give an enchanter a serious try. Though with how rare certain materials are, I dont know if an elixir is a realistic long-term solution. Though certainly helpful for some fights.
The dark secret of CRPGs is that tabletop rule sets don't actually make good video game rule sets, and BG3's spell casting is an example of why.