The Flux
The Flux is made of regions where the geometry a hyperlane depends on will not stay still. Most of the Frontier's uncharted edge is Flux, and navigators memorize routes through it.
Exposure
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Ambient Rift Energy at a high, unstable density, where channeling is stronger and less reliable.
WIS save, DC 13. End of each hour. Your next spell attack roll has disadvantage, or the target of your next spell that forces a saving throw has advantage on it. Roll once on the Surge Table.
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Dense field
A spell cast here that deals damage or restores hit points adds its level to one of its damage or healing rolls, and a cantrip adds 1. A spell that does neither gains nothing. The bonus cannot be declined.
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Unstable
A natural 1 or 2 on a spell attack roll, a target's natural 19 or 20 on a saving throw against a spell, and any failed concentration save each roll on the Surge Table in the GM's Manual.
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Instruments
Anything calibrated against a stable Rift background reads wrong. Navigation, dating and detection checks that rely on one have disadvantage.
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Warded
A ward, a null field or a feature naming Rift density removes the save and the Surge rolls. The damage and healing bonus goes with them.
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In play
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Charts fail
Any Travel Roll made using a chart has disadvantage. A navigator who has flown the leg personally ignores this.
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Arriving
A failed Travel Roll in the Flux still arrives somewhere. The GM chooses where, and the destination is on the map.