Alchemist's Fire

Alchemist’s fire is sticky, adhesive substance that ignites when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

As a Spell's Material Power Component/Focus

Burning Hands (M): One target that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
Fireball (M): One target per caster level that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
Flaming Sphere (M): Any creature damaged by a flaming sphere catches on fire as if it has been struck by alchemist’s fire.
Protection from Energy (M): If cast to ward against cold, increase the amount of fire damage absorbed by 5.
Resist Energy (M): If cast to ward against cold, increase the fire resistance to 12. At caster level 7th, you may use two flasks of alchemist’s fire as a power component to increase the fire resistance to 24. At caster level 11th, you may use three flasks as a power component to increase the fire resistance to 36.
Scorching Ray (F): Add a +1 circumstance bonus on your attack roll with all rays from the spell.
Scorching Ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist’s fire.

Source: Player's Handbook, Pathfinder- Adventurer's Armory

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