Can an Aberrant Mind and Clockwork Soul Sorcerer replace two spells at level up?

All sorcerers are allowed to replace one spell they known when they level up:

Additionally, when you gain a level in this class, you can choose one of the Sorcerer Spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have Spell Slots.

Moreover, the Clockwork Magic feature let the Clockwork Soul Sorcerer replace one of their spell known at level up:

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Same for the Psionic Spells feature of the Aberrant Mind Sorcerer:

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

My question: can the Clockwork Soul Sorcerer and the Aberrant Mind Sorcerer swap two of their spells at level up, as long as one is from their "normal" list and one is from their origin?

Or, do these Sorcerers have to pick to either replace a single one of their Sorcerer spells using the general rule, or replace a single of their origin list using the special Clockwork Magic / Psionic Spells rules?

Storyteller Number Success Counter for Aberrant

Any program that counts a set of numbers that "succeed" (i.e being GREATER THAN the set target number) over a variable DC between 1 – 10? I ask this due to a certain system called the "Storyteller" system. In this system the ST / Storyteller (essentially the "Dungeon Master") can set an aforementioned DC number between 1 – 10 whenever a Player or NPC wants to do an action.

The nominal DC for most actions is 6, but is adjusted higher for more difficult tasks and more lower for trivial tasks.

The slight trouble arises when playing a specific game called "Aberrant". I have a separate Dice Rolling program for my own use, but I need another program that automatically counts a specific set of numbers as I’ve said. This due to the fact that certain genned characters can have high stat values.

For instance (this is an example character); a certain character could have Armor (Armor as in naturally occurring in their body, which can range from rocky scales, hardened fur, or just normal seemingly tough skin). Each "dot" (or point if you will) in "Armor" gives +3 Soak. So if this character has maxed Armor of 5 dots, they’d have a pool of 15 soak against damages down to them.

Next if the character has Stamina 5 and Mega-Stamina 5, they gain +10 extra soak.

Now lets also say our character has the power "Bodymorph". Within the general schema players or the ST in general for genning up an NPC can determine the state of matter / energy the character can change into. So if the character specialized in a "Steel" Bodymorph and allocated their dots to have "Armor, Armor, Armor, Armor, Density Control (Increase)"; that can add +12 extra soak count the 4 Armor powers inputted into Bodymorph.

Totaling all of this, the this can amount to a soak pool of 37. The Dice Program I have can roll up to a 1000 dice, but the program is it wasn’t made for the Storyteller system in mind and doesn’t automatically count for you "Successes". Is anyone aware or know of any program I can use for counting numbers over a set "target" DC number?

Because lets say I roll a 123d10 and come with a set of numbers like this:

1 4 6 2 2 10 7 2 7 9 2 8 2 9 10 5 3 2 1 4 4 8 2 7 8 7 10 10 3 7 8 9 1 10 6 9 3 6 10 9 7 3 5 5 5 6 3 1 3 9 1 1 4 5 5 4 8 1 10 7 3 4 8 3 4 7 9 3 6 3 10 6 10 10 5 2 5 2 3 8 3 5 4 8 7 1 6 10 9 8 10 4 6 10 8 10 4 3 9 9 6 10 1 2 10 6 8 8 8 9 3 5 6 2 4 4 7 8 8 7 2 5 3

I’d be quite tedious to manually count them all specifically to see which number has met at or passed "6" everytime when rolling for a high statted character of somesort.

Can a 1st level spell from the aberrant dragonmark be casted by soley pact magic spell slots from a warlock?

For an adventure in D&D 5e starting at level 1 I have created a variant human warlock, with the feat aberrant dragonmark. I have chosen witch bolt as my first level spell from the feat.

In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark.

My problem is from the that fact that the spell comes from the sorcerer spell list and makes me question, could I even be able to cast witch bolt using pact magic spell slots because it can also be found on the warlock spell list? If I can cast it, then my next question would be would be under the mark’s spell modifier (constitution) or or my warlock spell modifier (charisma)?

Can Aberrant Mind Sorcerers upcast Psionic Spells using Sorcery points?

Aberrant Mind Sorcerers get Psionic Sorcery at L6:

When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Can you cast these spells at a higher level, using more sorcery points? I.e., cast Arms of Hadar at L2 using 2 sorcery points?

Does the Aberrant Mind Sorcerer Subclass’ Warping Implosion Ability Affect the User?

For the Aberrant Mind sorcerer origin, it’s lv 18 ability, Warping Implosion, reads as follows:

You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled.

So, if you teleport to within 30 feet of where you were before, do you need to make a saving throw and potentially take damage and get sucked closer? I can see this playing out one of two ways

  1. Since the saving throws are made right after you disappear, you haven’t reappeared yet and are thus unaffected

  2. Since it is teleportation, the moment you disappear you also reappear in your new location and thus would be affected

How long do the temporary HP gained from the Aberrant Dragonmark feat last?

The Aberrant Dragonmark feat states:

You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells. When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled.

How long do those HP last?

Can Freedom of Movement counter Aberrant Ground?

The Freedom of Movement spell states this in it’s description:

For the Duration, the target’s Movement is unaffected by difficult terrain, and Spells and other magical Effects can neither reduce the target’s speed nor cause the target to be Paralyzed or Restrained.

A Gibbering Mouther has an ability called Abberant Ground which states this:

The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

That ability doesn’t appear to be magical. Does that mean that Freedom of Movement won’t stop a creature from being reduced to 0 speed if they fail their strength saving throw?