Are there any descriptions of the casting of Identify in official writings?

I am making a list of how my wizard would cast spells, specifically using the components supplied. Sometimes this is pretty obviously a joke which I can play upon, but sometimes the components don’t really make any sense (to me at least).

Identify (D&D 5e) specifically calls for a 100gp pearl, and an owl feather. My understanding is that previous editions had the same components, albeit the pearl was consumed. I can’t see what this is meant to represent, and designer intent is off topic, but I am aware that there are multiple novelisations of various D&D realms; none of which I have read.

In these novelisations, or any other official sources (including sources which were once official and no longer are, cannon, comment or otherwise), is there a description of someone casting Identify using the components?

I don’t care if it is forgotten realms or any other setting, don’t care the age of the information or what edition it was originally intended for, nor do I care if it is divine magic, arcane magic or any other source – as long as a pearl and owl feather are involved. I am mostly interested in the ritual casting of the spell, but the quick casting using the components is also of interest as I can extrapolate a ritual from that, and bonus points for both!

Does casting Goodberry activate the Circle of the Shepherd druid’s Unicorn Spirit totem?

The Circle of the Shepherd druid’s Unicorn Spirit Totem (XGtE, p. 24) says:

The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Does casting Goodberry count as a spell that “restores hit points”, since the characters then have to do an additional action to actually restore the hit points?

Swift casting using a Warpriest’s Fervor, while two-weapon fighting

I am looking at creating a TWF Warpriest for an upcoming campaign and was wondering how the action economy works if I am wielding two kukris but then want to swift cast using Fervor. Am I going to need to have Quick Draw in order to put one weapon away and then redraw it so I have an empty hand for, say, swift casting divine favor, or can I swift cast with both kukris in hand? It would just be a bummer to have to wait until 3rd level to have to pick up Quick Draw due to the 3/4 BAB.

On casting ‘Imprisonment / Chaining’, on changing &/or non-stable surfaces – where, where do the chains go?

The 9th level spell Imprisonment can be cast a few different ways. One possible cast-version creates ‘chains’ that keep the target restrained:

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.

Note that these special Imprisonment-Chains are firmly rooted in the ground (R.A.W. / above). Here are my variants on one concern, below:

  • what if the target is 60′ to 120′ up… on a wooden floor? Do the chains reach all the way to ground level as the spell takes effect?

  • what if the imprisoned is standing on any firm yet non-stable surface when this spell is cast? Examples abound: on a ship, in the air due to a kite or hot air balloon. Or even on an otherwise quasi-stable surface such as sand or ice or swamp or lava or glass – the chains would have to take root somewhere ‘in the ground’.

I admit that this question isn’t deeply serious. Still, i am darn curious where these crazy chains would end up going.

Casting two cantrips on the same turn?

I was wondering if there’s a rule against casting 2 cantrips on the same turn, one as an action and another one as a bonus action, to be more specific I’m playing a grave domain cleric and I was wondering if I can use let’s say Toll the Dead (as an action) and Spare the Dying to stabilize a party member (as a bonus action) due to the "Circle of Mortality" feature that allows me to use that one cantrip as a bonus action.

Can an Arcane Firearm staff receive the d8 bonus when casting any of the blade cantrips?

Can an artillerist’s Arcane Firearm staff receive the d8 bonus when casting any of the blade cantrips? Since the staff can be both an arcane focus and can supposedly be used as a melee weapon.

Specifically Booming Blade and/or Greenflame Blade

Additionally, if yes, which damage does the d8 add to? The bludgeoning from the staff, or the secondary damage types?

Increase factotum spell casting pool

A factotum (3.5e dungeonscape) can "fake" casting spell with the ability arcane dilettante.

This allows to spend inspiration points to "cast" spells from the sorcerer/wizard spell list as spell-like ability.

The limitations are three fold :

  • number of spell per day capped by the aforementioned ability advancement (up to 8 at level 20)
  • max spell level also capped (up to 7th at level 18
  • only one spell of the maximum level (the rest may be distributed however the player likes)

The question is : is there any proposition to circumvent (at least partially) these limitations or to increase the limit ?