As two actions, you can create a vial of purple liquid. A creature can drink the contents as an action to gain historical visions of a given location within 10 meters or object the creature touches.
Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer the creature a picture of the location’s past.
The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.
The vision of the event is dreamlike and shadowy. The creature does not gain special knowledge of those involved in the vision, though it might be able to read large banners or other writing if they are in its language.
Beginning with the most recent significant event at a location and working backward in time, the creature can sense one distinct event for every 10 minutes it maintains concentration, if any such events exist to be sensed.
Object. The creature experiences dreamlike and shadowy visions which let it learn about the past owners of an object. The creature learns the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, the creature can sense one distinct owner for every 10 minutes it maintains concentration, if any such owner exists to be sensed.
Track. The creature can track creatures with an Intelligence of −4 or greater by following the trails of mental energy they leave behind. The creature has advantage on Streetwise and Wilderness checks made to track such creatures.
The impressions can extend 100 years into the past.
The impressions can be 500 years further in the past for each additional catalyst expended.