Precognition:
wiz_light is too much. I'm not sure this should even give magic mapping; detect_all should be enough. Since it never costs more than a couple SP I don't see why it should get so good at high levels.
Minor displacement:
The void jumpgate thing this does is annoying for two reasons:
a) It is very abusable, since you can just hop around for practically no energy and blast things at a distance
b) It keeps you from phase dooring away in the same turn!
I think what I'll do is just make it directed (not controlled) phase door at level 25. Again, I don't see why it should get more powerful than that, because it hardly costs anything.
Character armor:
Hmm, RPoison? That doesn't seem right, I think I'll ditch it. Maybe I'll give Mindcrafters the ability to cure themselves of poison instead, a la the Bene Gesserit.

Psychometry:
This is mostly useless because of instant/rapid pseudo-ID. Better to make it just ID from the beginning; the cost doesn't increase, so no problem.
Adrenaline channeling:
It heals the player, but not by a useful amount. I think I would boost the healing to 4 or 5 times the Mindcraft skill level - enough to be useful, but not enough to save you when you take an unresisted Hand of Doom. Also maybe make it cure or reduce poisoning, to compensate (slightly) for removing RPoison from Character Armor.
Psychic Drain:
I think I'd make this more like Necromancy's Vampirism - throw a powerful draining attack, or maybe multiple attacks, against one monster. Make it a bolt spell too, so you need a clear line of sight to the target.
Telekinesis:
Make it GF_FORCE so that it shoves monsters away instead of teleporting them next to you.
