Rasp (ability)

Rasp (ラスピル), also known as Sap, Faze and Anti, is a recurring spell. 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, 1/3 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 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. Rasp is the only way of killing the Skull Dragon when fought again in the Dragons' Den, and is an alternate way of killing many enemies and bosses, as when their MP reaches 0 they automatically die. It has a Power of 10, Hit rate of 150, and is vulnerable to Runic. 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
Much like in Final Fantasy XI, Rasp is an Earth-elemental spell that deals damage over time. Available to Conjurers (Rank 12).

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 ability 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.