Rasp (ability)

Rasp, also known as Sap, Faze and Anti, is a recurring spell in the Final Fantasy series. It generally removes an amount of MP from the target, but is an Earth spell in Final Fantasy XI and Final Fantasy XIV.

Final Fantasy II
Sap, also known as Faze in the Final Fantasy Origins release and Anti in the NES release, is a White Magic spell which reduces MP from one or all enemies. The spell's potency increases with its level, reducing MP by 1 divided by the spell's level. For instance, it will reduce 1/2 MP at level 1, 2/3 MP at level 2, and so on. Any character can learn Sap by having them use the Sap Tome (called the Rasp Scroll in the Final Fantasy Origins release).

In the NES version, the spell is bugged in that it only acts on the least significant byte of the target's MP, so targets with 256 or more MP are not affected correctly.

Final Fantasy VI
Rasp is an Effect spell that is taught by Zona Seeker at a x20 rate and Shiva at a x4 rate. It deals damage to the target's MP at the cost of 12 MP. It has a Power of 10, Hit rate of 150, and is vulnerable to Runic. There are many enemies that can be killed by bringing their MP down to 0. Skull Dragon when fought against in the Dragons' Den can only be killed with Rasp.

Rasp can be cast by Level 20 Magic, Level 70 Magic, Magic, Valigarmanda, Ultima Weapon, Wizard, and Zurvan.

Final Fantasy XI
Rasp is an Earth-elemental spell in Final Fantasy XI that deals Earth damage over time and lowers an enemy's Dexterity.
 * Negates the Shock spell's effect.
 * Is negated by the Choke spell's effect.
 * Rasp, Drown, and Frost are a family of compatible effects that can all stack together.
 * Burn and Rasp also stack.
 * Part of the enfeebling elemental magic family exclusive to Black Mages:
 * Rasp
 * Drown
 * Choke
 * Burn
 * Frost
 * Shock

Final Fantasy XIV
Rasp appeared as an ability in the original Final Fantasy XIV. At the initial release, Rasp was a spell learned by Conjurers at rank 12 and cost 3 action points to set. The ability inflicted earth-elemental damage over time and also reduced earth magic defense to all enemies within an area of effect. After the release of patch 1.20, Rasp; along with Rasp II, became unusable by any class in the game.

In addition, an upgraded version called Rasp II also appeared as an ability in the game. The spell could be learned by Conjurers at rank 36. The ability inflicted earth-elemental damage over time at a higher potency and also reduced the earth magic defense to all enemies within an area of effect.

After the release of patch 1.20, Rasp and Rasp II became unusable by any class in the game.

As of the current moment, neither Rasp spells have appeared as abilities in Final Fantasy XIV: A Realm Reborn.

Final Fantasy Tactics Advance
Alchemists and Templars can cast Rasp for 24 MP, and is learned from the Apocalypse for the Templar, and the Energy Mace for the Alchemist. It has a Magic Power of 60, a range of 3, is stealable through the Steal: Ability, and is also susceptible to Return Magic.

Soul Sphere is a variation that costs no MP, but has less range, and is learned from the Arch Sword for 300 AP.

Final Fantasy Tactics A2: Grimoire of the Rift
Rasp can still be cast by Templars and Alchemists by using the Apocalypse and Energy Mace, respectively. It now costs 8 MP to cast and has a Range of 3.

Final Fantasy Airborne Brigade
Rasp is an ability in Final Fantasy Airborne Brigade with two variations; one has a rarity of Rare, and the other has a rarity of Rare Plus. The Rare Plus version has a base Attack of 930, and a base Defense of 910. Its maximum level is 80, its cost is 14, it is an Intelligence ability, it is Earth elemental, and its leveling rate is normal.