1. How should I actually "cast" the spells? A standard unit-to-beacon caster, a building unit creation caster, a EUD selection caster, or reaver scarab build casters?
-Mice have 4 spells each, Cats have 5 each
2. How should I regulate mana/spellcasting restriction?
-Using vespene gas would be an obvious choice, but that means I have to restructure the current map since I'm using vespene gas as "high yield minerals" at the moment.
-Ignoring mana and making each spell "cool-down" separately is a viable option and extremely simple to implement as well as display to the user.
-Of course a mana-like system is preferable.
3. Are these spells balanced? If not, what should I change/replace/remove?
Mice spells:
-Emergency Warp: Teleports mouse to a random location on the map. 1/4 chance of teleporting player right next to the cat.
-Repulsing Field: Activates shields for the mouse (normally at 0/20). Lasts 10 seconds.
-Blink: Mouse is teleported off the field and transported back immediately, making the cat lose focus of the mouse.
-Decoy; Creates a hallucinated mouse at the current location of the mouse.
Cat spells:
-Dimensional rift: Creates a "recall" effect at five random locations on the map and teleports all mouse units in those areas to the cat.
-Emergency Fold: Teleports cat to a random location on the map, may occasionally fail.
-Pulse Wave: Cancels all current mining orders for all mechanical workers (SCV, Probe).
-Hemoalchemy: Instantly transforms all currently owned biological units (aside from the main cat) to minerals at 100% purchase price.
-Nuclear Judgment: Launches unstoppable nukes at the mice, one per mouse right on top of the unit. Deals 0 damage to everything except probes.
P.S. How do I create "vespene tank" and other resource units with triggers in-game?
None.