It is not possible for a fragment shader (in GLSL 1.20) to access a specific texture mipmap. However, you can always change the base/max mipmap levels of a texture before you use it. By setting them both to the same level, you force any texture accesses from that texture to use a specific mipmap level.
Now, you can't make these separate textures (unless you're using NVIDIA hardware and have access to ARB_texture_view). So you'll have to live with changing the texture's base/max level every time you want to pick a new mipmap.