sajungzak wrote:The hero can immediately roll the number of d6 die that corresponds to his current mind points. He continues to do this on each of his turns until the spell is broken or he dies because he has been unable to defend himself.
This.
At my table I also use Mind Points for figuring out stuff that is difficult.
For example: The Wizard walks into the next room and recognizes it as a wizards laboratory. He tries to figure out what the other Wizard was doing. He may roll a Combat Dice for each point in Mind and if he rolls a Black Shield he figures out the Wizards work. Say it turns out the other Wizard was making a potion, well our Wizard will have a chance to complete the work. Again, roll Mind Points in Combat Dice. Each Black Shield rolled will count as a potion of the type concocted.
I also have some traps that are very hard to detect that require a 'search roll' to discover. This relies on Mind points rolled as combat dice looking for a Black Shield. Thus the highly intelligent Heroes have a big advantage over the doofy Barbarian in some situations.
Low Mind Point Heroes are always fun for their combat power, but get that Barbarian next to a Mind Fungus* for 2 turns and he is finished....
*Mind Fungus is a monster I created that releases a cloud of spores if you are next to it. These spores sap a Mind Point. If you are reduced to 0 Mind, you become a fungal zombie. Good stuff.

So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~