A few months back, I wrote up a set of magical item descriptions as an "expansion" to the Hypnofetish CYOA (post #37455). I never got around to curating images to make it a "proper" CYOA, but hopefully you find the descriptions useful.
For context, "adventurers" select a difficulty level that grants some number of Control Points, which they can allocate towards various methods of mind control. "Easy Mode" grants 10 points, obviously harder modes grant less. There is a category for Magic mind control methods, but it's focused around spells (which you may find useful as well!).
h2. Magic
In addition to casting spells (or perhaps as an alternative to Technology, if you're in a pre-modern tech level), having points in Magic allows you to craft artifacts that can manipulate minds.
* If you have spent 1 point in Magic, you may craft very simple artifacts. Here are some examples:
** The Entrancing Amulet catches the light (or possibly glows with its own light) in a way that attracts attention and distracts conscious thought. People who are not Iron-Willed or otherwise actively resisting will find their gazes drawn inexorably into its depths, and will be placed in a suggestible hypnotic trance after a few minutes.
** The Collar of Captivation (which may equivalently be another article of clothing of similar or greater size) renders the wearer helpless to move their own body, after a couple of minutes to adjust itself. Once the collar is firmly affixed, the wearer can only move at the command of the collar's owner. Before that process is complete, however, a quick-witted and alert victim may remove the collar, and the Iron-Willed may resist even afterwards.
** The Chair of Conditioning (which may be any piece of furniture of similar or greater size) will rewrite the personality of the person sitting in it over the course of an hour, provided they are prevented from leaving it before the process is complete. The Iron-Willed may require several times longer.
* If you have spent 2 points in Magic, you may craft slightly more complicated artifacts with greater effects.
** The Entrancing Amulet and Collar of Captivation take effect in seconds. The Chair of Conditioning is effective within minutes.
** Your artifacts which are worn can cause the wearer to lose their memories of what happened before they put on the artifact. Their memories will be restored when the artifact is removed, but they will lose their memories from when they were wearing the artifact. If the artifact is worn for two weeks (cumulatively), the effect is permanent. Iron-Willed individuals may resist the memory loss.
** The Bracelet of Brainwashing (which may equivalently be another piece of jewelry or article of clothing of similar or greater size) subtly encourages people to wear it, and while it is worn, will whisper commands into the wearer's mind. A few minutes is enough to project a simple command, while a few hours is enough to completely brainwash a person (although it may take 3-4 times longer to work on an Iron-Willed person).
** The Mind-bending Mirror appears to be an ordinary wall mirror, but when it is activated, it projects a hypnotic spiral onto its surface that will place most people into a hypnotic trance within less than a minute. Unlike the Entrancing Amulet, it can also be enchanted to deliver commands directly to the entranced victim.
* If you have spent 3 points in Magic, you can craft artifacts that make direct changes to people's personalities, rather than simply entrancing them or brainwashing them over the course of hours.
** The Entrancing Amulet, Collar of Captivation, Bracelet of Brainwashing, and Mind-bending Mirror are all fully effective against the Iron-Willed. The Entrancing Amulet and Mind-bending Mirror can affect small crowds of people (provided they have line of sight). Additionally, you may make Mind-Bending Mirrors that are small enough to be handheld.
** Your artifacts which cause memory loss are fully effective against the Iron-Willed.
** The Master Mirror can connect to one or more Mind-Bending Mirrors, allowing its bearer to see what those mirrors "see" and deliver and modify commands remotely. It can also allow Mind-Bending Mirrors to project subliminal messages.
** The Charming Ring (or equivalent jewelry or garment of similar or greater size) contains powerful magics that bend a person's emotions. Whoever puts on the ring (besides the ring's owner) is enchanted into viewing the owner of the ring as a trusted friend and (if the owner is receptive) a possible romantic interest. The effect lasts for a week after the ring is taken off, although Iron-Willed individuals may shake it off much more quickly.
* If you have spent 4 points in Magic, your artifacts' effects are longer-lasting, even after individuals are no longer directly influenced by them. You can also begin to affect the body as well as the mind.
** The Charming Ring is fully effective against the Iron Willed and its effects are permanent until dispelled by a mage with equal or greater power.
** The Diadem of Domination (or equivalent jewelry or garment of similar or greater size) overwhelms the wearer with a desire to serve the diadem's owner. The effect lasts for a week after the diadem is removed, but if it is worn for three days in a row, the effect is permanent. Iron-Willed individuals may be able to remove the diadem, unless the owner is physically present to reinforce its effect.
** You can craft enchanted garments that alter the body of the wearer, so long as they are worn.
* If you have spent 5 points in Magic, your artifacts are of unparalleled effectiveness, certain to be legendary even in centuries' time.
** Your artifacts which are worn can change the wearer's personality in any way you desire, rather than being limited to submissive servitude.
** The Diadem of Domination is fully effective on the Iron-Willed.
** Your enchanted garments' effects are permanent (unless dispelled by a mage with equal or greater power), and can include enhancing the wearer to moderately superhuman abilities.
* If you have spent 6 points in Magic, your artifacts are matched only by divine creations.
** Your artifacts which are worn can rewrite the wearer's past to make their present self into anything you desire. The effect may require several hours (and your direct supervision, if the individual is Iron-Willed), but when it is complete, only you will be aware of what has happened.
** Your enchanted garments can grant great superhuman abilities.