As an action, you can create this vial of sticky, adhesive fluid which ignites when exposed to air. As an action, a creature can throw this vial at a point within 5 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.
On a failure, it takes 3d6 fire damage and is burning 1.
On a critical failure, it takes twice as much damage and is burning 2.
On a success, it takes half as much damage and is burning half as much.
On a critical success, it takes no damage.
You can increase the damage by 1d10 and the burning level by 1 for each additional catalyst expended.
Sticky Napalm. You can expend 1 additional catalyst to increase the burning Difficulty by 2 and change the chemical composition so that water and sand don’t extinguish the fire on the target. The effects of your sticky napalm end when the burning level on the target is reduced to 0.