Interesting character concepts. Seems you have thought them out well, and didn't want to just powerboost them, like I see happening to some custom characters. I do agree with the others that the ability to choose Psychic Combat is an Evil kind of ability, though it's not a very bad thing.
However, may I make a suggestion about the Apprentice Mage?
Whenever you cast a Spell (except for the Command Spell), you must roll 1 die:
1) The Spell explodes and you lose 1 life
2-3) The Spell misfires and has no effect
4-6) The Spell functions as normal
When you have at least 7 Craft, you become a skilled Mage and do not need to roll a die.
The 7 Craft feels very arbitrary and like a sudden jump in power. Wouldn't it be nicer if she improved more gradually? For example:
Whenever you cast a Spell (except for the Command Spell), you must roll 1 die and add your current Craft to the roll:
1-5) The Spell explodes and you lose 1 life
6-7) The Spell misfires and has no effect
8+) The Spell functions as normal
She feels weak. Below average scores, and a penalty to her spellcasting. However, the ability to pick from two spells and thereby reducing the chance for her to get stuck during spell-cycling could perhaps be very powerful and easily make up for it.