A sigil of authority is a jewel-encrusted amulet giving its wearer the ability to pass as an authority figure in the eyes of those they encounter. Individuals within 60’ must save vs. Spells, or believe the wearer possesses the authority they claim, and treat them accordingly.
Victims will overlook slips and oversights (e.g. the wearer dresses inappropriately, “forgets” passwords and protocols, or doesn’t recognize others in the hierarchy they have infiltrated) but behavior that is wildly out-of-character for the wearer’s pretended position allow a new saving throw. For instance, if the wearer pretends to be an Inquisitor of the Realm to gain access to the party’s imprisoned cleric, but then orders the prison guards to unlock the cleric’s chains and release them, the guards will receive a new saving throw to see through the deception.
The sigil may not be used to impersonate a particular individual who is known by sight to those encountered. The wearer, for example, may impersonate an Inquisitor of the Realm in front of the prison guards, but not the Grand Inquisitor Ackley Chatham, who visits the prison on a regular basis to interrogate inmates.
Victims will remain enchanted until they save, the effect is dispelled, the wearer cancels it, or the sigil is removed.