I couldn't miss the chance to practice my drawing!
Damages the target's MP.
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 defeated with Rasp.
Final Fantasy XI SpellRasp
|Effect||Deals Earth damage that lowers an enemy's Dexterity and gradually reduces its HP.|
|Casting Time||2.5 seconds|
|Recast Time||10 seconds|
|Magic Type||Elemental Magic|
Rasp is an Earth-elemental spell that deals Earth damage over time and lowers an enemy's Dexterity. It negates the Shock spell's effect and 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.
Rasp appeared as an ability in Final Fantasy XIV/Legacy. 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 addition, an upgraded version called Rasp II also appeared as an ability. 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.
Currently, neither Rasp spells have appeared as abilities in Final Fantasy XIV: A Realm Reborn.
Deals damage to MP.
Alchemists and Templars can cast Rasp for 24 MP, and is learned from the Apocalypse for the Templar for 100 AP, and the Energy Mace for the Alchemist for 100 AP. It has a Magic Power of 60, a range of 3, is stealable through the Steal: Ability, and is also susceptible to Return Magic. It deals damage to MP.
Soul Sphere is a variation that costs no MP, has a range of 4 and is learned from the Arch Sword for 300 AP. It can be used by Templars. It deals area damage to MP and the element is dependent on the weapon equipped.
Rasp is an Templars and Alchemists ability that depletes the MP of units in a small area. It can be learned for 250 AP from the Apocalypse for Templars and Energy Mace for Alchemists. It costs 8 MP to cast and has a Range of 3.
Rasp Energy Mace 3 250 8 Prey on the mind of your foes.
Rasp is an ability 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.
The original name, "Rasupiru" ("Raspir"), is derived from the name of another related spell, "Asupiru" ("Aspir"). While "Aspir" appears to be derived from either the word "Aspirate" (meaning "to draw in by suction,") or the French version of that word, "aspirer," "Raspir" seems to be simply another level of that spell, being given the prefix "ra-" to denote that (the spell "Rahealra" is another example of the "ra-" prefix being used to denote different spell levels in this vein, and "Basuna" and "Esuna" are a further example of a change in prefix being used to denote different levels of the same family of spells).
It is also possible that "Rasupiru" is meant to be "Respirate," "Respire," or the French version of that word, "Respirare," but this is less likely given the katakana used to write the word in Japanese.
Rasp is an English verb whose meaning is to scrape or file down. Since many iterations of the spell throughout the series involve damaging a target's MP or dealing damage over time, this definition is likely the most appropriate.