Most abilities have a limited duration of time to work. The most amount of time granted is ten seconds, and each power can only be used once per game. The amount of time granted depends on how strong the grandmaster is.
GM powers are usually either a one-time move or a move that effect stays the entirety of the game. The only way to cancel a GM effect on a piece (pawn) is to defeat that GM in that game or a make-up game.
Most abilities can be dodged if the pawn has enough battle experience and power.
Adjourn - Cancels all movements and freezes the pawn in a game. Pawns will reset by being teleported back to the spot they started at in the beginning of the game.
Adjust - Teleports either a pawn or the grandmaster to a specific location.
Attract - Turns any enemy pawn lower than highest pawn in GM’s control into their color.
Blind - Stop both GMs from seeing the pawns during battle and hearing the other GM special powers (still can hear the ability commands, however). A very risky move that leaves both GMs unable to defend themselves and relies much more heavily on the power of the pawns playing and hearing.
Dely - Stop both GMs from giving orders for a limited amount of time.
Capture - The ability to burn a brand onto a pawn
Checkmate - Only a King or Queen can destroy another King/Queen
Cross-check - The ability for another King/Queen to cancel the checkmate of another King/Queen.
Bind - Holds the target down in place.
Bare - Freezes all other pawns of the target’s color to make it the only piece that can move.
Block/blockade - Creates a barrier around the rook (block) or selected allied or enemy target (blockade). The barrier cannot be broken with regular attacks, but the one inside can also not move.
Decoy - Creates a clone of the Rook.
Deflect - Lure a target pawn to walk towards the Rook.
Kick - Move a pawn from behind. Distance moved determined by the difference of power between pawns.
Blind Pig - The Bishop shoots from its location straight forward until it collides with an obstacle. Any pawn caught in fire will be destroyed.
Break/breakthrough - The only ability able to remove a blockade (breakthrough) and block (break).
Bust - Unleashes a powerful onslaught of attacks at a target’s hidden weak spot. If it hits, it will remove the pawn from the game instantly.
Crush - The Bishop jumps into the air and slams down on the ground to crush a targeted opponent.
Fianchetto - Moves the Bishop to the side of a Knight to perform a flank attack.
En passant - Gains the ability to pass through only one other pawn. This nullifies all their attacks.
Blitz - Gains a temporary speed boost.
Cast - The Knight is moved right next to selected target.
Counter - Flashes through the board to hit and damage other pawns based on the damage each did individually to the Knight.
Flight - Escapes the combat area by teleporting to a non-combative area on the board.
Fork - Ability to hit multiple targets if they’re standing in a line. If used on a pawn who is not in the line, the damage will go directly and only to that pawn and will not multiply.