Results of Combat (GAP)

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Old battlefields on the Astral do not resemble battlefields on physical planes. For one thing, nothing decays on the Astral Plane, so slain corpses do not decompose. Even blood sprays continue to float in tiny spherical globules.
Leftover weapons either abandoned by their former owners or wielded by those who have long since been slain float forever through the void. Launched arrows continue on their trajectories forever. Floating astral battlefields are strange, unfamiliar, and even dangerous places. Don't forget the story of Dagros Iran'ild, who was killed on the Astral by a stray sling bullet - launched years before in a far-off battle - that had never stopped moving through the Silver Void
==Attracting Creatures==
Astral combats have a way of drawing the attention of the few astral predators and scavengers that roam the plane looking for food. They know that such events leave corpses behind. These astral creatures don't simply look or listen for the combat, but rather sense them psychically. On this mental plane, strong emotions — like those displayed in combat — can be detected by those that know how, the same way that sharks sense blood in an earthly ocean.
==Attracting Energies==
For reasons still unknown, combat also draws some of the strange astral energies to the area. These energies, which flow and permeate the Astral, have a wide range of effects. No one truly understands these energies enough to explain or predict them - except perhaps some of the learned githyanki. Although this occurrence happens in only 1 out of 100 battles, the results can often change the flow of an existing battle or alter the actions of those who thought it was over. The energies appear without warning 1d6 rounds after a battle has begun. While there are too many to be documented, some of the energy effects that have been encountered include the following: 
* ATTRACTION: Several people or objects (roll 1d4 to determine how many) involved in the battle gain an attractive quality, drawing all other objects toward them as if they suddenly were the center of gravity. The range of the attraction is only a dozen feet or less, but the force equals a Strength of 15. Other beings with an Intelligence score (for remember, Intelligence is Strength on the Astral) of less than 15 must make successful ability checks (with a penalty of -1 for every 3 points less than 15) or be drawn towards the object. Nonthinking objects automatically move toward the attracting object unless held tightly by a resisting mind. This effect lasts for 2dlO minutes. 
* REPULSION: This is identical to the attraction effect, except it works in reverse. The objects or people affected repulse objects within 12 feet with a Strength of 15. While thinking beings making a successful Intelligence check (as above) resist, those affected are pushed away at a movement rate of 15 as though they pushed off a large object (see the chapter called "Racing Through Nothing: Astral Movement").
* DECAY: Several nonliving, nonmagical objects (roll 1d6 to determine how many) in the battle decay, becoming unusable. This occurs at a rate of one object per round and cannot be resisted in any known way. Metal rusts and pits, wood and leather rots, and so on. On the Astral, where nothing decays, this can be a surprising and disconcerting event. The effects are permanent. 
* SLEEP: All thinking beings involved in the battle must make successful saving throws versus paralyzation or be rendered unconscious and unable to be roused for 2dlO rounds. 
* IMMOBILITY: Several people or objects (roll 1d4 to determine how many) become completely, totally immovable for 2dlO rounds. No amount of Intelligence, force, or magic can make the object move from where it rests in the void. 
Interestingly, a githyanki hr'a'cknir, who deals with and shapes astral energies, can ward off these energies and remove their effects (even the decaying effect) given a full round of concentration.