The Cap’n had it in one. You don’t need to change any rules, just make proper preparations. That’s where battlefield control strategy in D&D came from, dealing with old-school spell-resistance in AD&D (which was crazy pants strong, especially at high levels). Change terrain to slow enemies, create walls, knock over pillars, summon creatures to fight with, telekinetically block the way in such a fashion that larger enemies are impaired (but adventurers can get back and forth) — it’s standard control wizard work, just minus the charm spells.