Stop Hitting Yourself (3.5e Power)

You focus your mind on an opponent's metal weapon, and turn it against them. On a failed save, you gain partial control of the enemy's weapon. When they go to make an attack, the attack instead turns upon the afflicted opponent using their attack roll against their own armor class, and dealing damage as appropriate. They are considered flatfooted for this attack, and they may end up sneak attacking themselves if capable. Most choose not to make a full attack after they strike themselves, and use their remaining actions to perform something else, such as changing weapons. Each round they use the affected weapon may make another saving throw to resist the effect, and on a successful save they may attack normally, but at a -2 penalty as they wrestle with their own weapon, trying to force it to its intended target.

Augment: For every 4 PP spent, the self-inflicted weapon attacks gain a +1 insight bonus to attack and damage, and an additional -1 penalty to attack on a successful save. For every 2 PP you spend augmenting, this power’s save DC increases by 1.