Question: I hope that this question follows the rules.

One of my characters has a kalimba that, when played, allows the player to hear the thoughts of everyone around them, and everyone around them can hear the player's thoughts. These thoughts can also control each other, so everyone involved can make each other do anything they want by telling them to do it through their thoughts, like mind control.

It's kind of like an addiction, though, and the more that you play it, the deeper you get in said "addiction". The idea of an addictive magical item sounds kinda familiar, though... (cough One Ring cough)... at least, to me, it does. (Note: All magic is addictive, and the higher magic something has, the more addictive it is.)

It only works if the correct three moons are in the sky (this world has multiple moons); otherwise, it's a completely normal kalimba.

Is this too cliche, or should I keep it as it is?

Answer: 
**It is *not* cliche:**

Like I mentioned in comments, every good idea has been used before. Just by using a vague idea (an addictive magical item) and it happens that a different book with a *different* plot has also used a similar thing doesn't make your idea cliche.

When you say "addictive magical item" cliche doesn't come to mind, at all.

So, as long as you research books with similar items to make sure your item is not too similar (which I doubt it will be) and then you make any necessary changes, you should be fine.

For example, just because [a book has a superhero character](https://www.google.com/search?surl=1&rlz=1CAXEGH_enUS894&ei=JvZHYNTHCMbK-gTSpYuICA&q=books%20with%20a%20superhero&oq=books%20with%20a%20superhero&gs_lcp=Cgdnd3Mtd2l6EAMyBggAEBYQHjoHCAAQRxCwAzoCCAA6CAgAEBYQChAeOggILhDHARCjAjoHCCEQChCgAVDKkgFYzPYBYLv5AWgKcAF4AIABxwSIAeEXkgEMMi4xMS4yLjAuMS4xmAEAoAEBqgEHZ3dzLXdpesgBBsABAQ&sclient=gws-wiz&ved=0ahUKEwjU8r3doKTvAhVGpZ4KHdLSAoEQ4dUDCA0&uact=5&safe=active&ssui=on) doesn't mean that no other book can have one.
What seems the underlying mechanism of the Kalimba is to bring multiple people together into a singular hive mind, regardless of who's actually playing. (The way you've described this the person playing isn't conferred any particular "power" over the others in earshot.)

On that note, what you have is something that's addictive not because it bestows power, but togetherness. For example for characters who are stoic and difficult to open up, it could be this thought-sharing would be enticing since thoughts are more abstract than words.

I wouldn't consider this is a cliché simply because the addictive mechanism is different.