Encumbrance (GAP)

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Just as Intelligence determines the rate at which characters can move on the Astral Plane, so too does it determine how much they can carry. For all practical purposes, Intelligence equates to Strength in the Silver Void. To determine how much a basher can carry while on the Astral, use his Intelligence score on the Strength table in the Player's Handbook. For example, a body with an Intelligence of 11 has a weight allowance of 40 pounds. Additionally, his maximum press is 115 pounds, he has a 6 in 20 chance of opening a stuck or heavy door, and he has a 2% chance to bend bars (the last two being uncommon tasks on the Astral). Outside of space and time, brains are not merely more powerful than brawn, they are brawn. 
Carrying a great deal of weight can encumber a character on the Astral, slowing him down just like anywhere else. One major difference is, however, that any magical item is considered (for the purposes of figuring encumbrance) weightless. Some graybeards speculate that since magic pervades the Astral Plane (see the chapter called "Spellwarp: Astral Magic"), magical items lose the weight that drags them down and become wholly magic. This doesn't mean that any character can move an entire enchanted castle effortlessly. A cutter can't move anything that's too heavy for him, based on his Intelligence. If he carries a magical item or weapon, however, it doesn't count against the weight limit he's allowed.