So, instead of weapon that are like, "You gain this benefit if you have the Absolute's Mark," it would be something more like, "You are required to call upon the tadpole in order to use this item's powers.". So, item grants you a +1 to hit and damage with 1d6 extra whatever damage, or something similar, but only if you accept the tadpole's power. Once per day but affect lasts until long rest or weapon unequipped.
There's actually a perfect mechanic that they could retrofit to make an adaptation for for this, incidentally. If you read up on illithids, you'll find reference to the weapons and armours their thralls use. they're special magical/psionic equipment that is brutally powerful for its challenge bracket, but is made so by the illithid, specifically for use by their personal thralls to be effective with, and can't be utilised any other way. They could definitely do something to adapt that in a satisfying way, if they wanted to.
Yes. And they kinda already sorta have that already in the game with the Absolute gear. If you have the Mark, the gauntlets will... If not, the gauntlets will...
Either way, the details were just stuff I whipped up on the spot. It's the overall concept I'm suggesting. The temptations are really not strong. I can't even remember when I was actually on the fence about using the powers. I think there was maybe one or two encounters.
I'm thinking we need stuff like, "In order to save Arabella, you might need to use the tadpole.". Even if it isn't true, and you can save her by being smart about it, the game needs to tempt you more, trying to convince you how if you use the tadpole, you are sure to succeed.
Like Vader, it needs to say, "Join me. It is the ONLY way."