Using an Emission shader with textures without affecting the color of the mesh? I am using an image texture node as input to the emission node's color (basically, the texture controls the color of the emission).

Unfortunately, when I turn up the brightness of the emission node, the rendered mesh gets brighter and brighter until it's solid white.

I want the color of the mesh to stay the same but the light cast off by it to get brighter, is this possible do? How?
You can mix an emission shader with emission value 1 with an emission shader with a higher value based on the is camera ray output of the light path node.  This way the camera will get the actual value with everything else getting the higher value.