Hijack Power (3.5e Power)

When you manifest this power, choose one creature within long range that you have line of sight to that has at least 1 use-activated magic item, supernatural ability, (usable) spell, spell-like ability, power, or psi-like ability. You gain control of its magic items and abilities. At any time - even outside of your turn or the turn of the creature you're hijacking - you may activate the creature's abilities and items, using the target's caster/manifester level (if applicable), resources, modifiers, and other relevant factors. The cost of the abilities to the victim is no obstacle to you; for instance, if the victim has an ability that causes it to self-destruct, you can force it to use that ability. The target is aware of what you are doing to it, but you may choose to make the target immobile, as if held, or control all of its actions, as if dominated, to prevent it from taking actions to prevent collateral damage (the target is entitled to Will saves to prevent you from holding or dominating it, but not to prevent you from using its abilities). You cannot make your target use an ability which it has run out of uses for.

Using this power requires intense concentration. You must spend a standard or full-round action to concentrate on this power for every round that it remains in effect, and if you use a standard action, the target is entitled to a Will save to break free from your control, ending the power. You cannot control the target's movements as if holding or dominating it unless you use a full-round action to concentrate. If you are forced to make a Concentration check to continue using this power, that Concentration check is made at a &minus;15 penalty (this penalty also applies to Concentration checks made while manifesting the power, such as checks to manifest defensively or without displays). If using full-round actions to concentrate on this power, you are flat-footed and effectively helpless (though you're not actually helpless for game purposes; for instance, enemies cannot attempt to perform a coup de grace on you). The power ends as soon as you stop concentrating on it altogether or the victim breaks free due to your concentration lapsing (as described above). It also ends if you lose line of sight to the target for more than 1 entire round.