The spellcaster calls forth a swirling blast of fetid air laden with necromantic energy.
A violent wind whips around a 30-foot radius circular area centered on, and moving with, the caster. Small unattended objects and debris will be carried aloft and hurled about, hampering movement and vision for all creatures except the caster. The turbulence bestows Disadvantage on attacks with missile weapons against targets within the spell’s area of effect. On the ground, movement speed is halved, and flying is impossible.
The currents of negative energy flowing through the area dampen healing effects. A creature within the winds recovers only half as many hit points from healing spells or abilities. Corpses reanimate as zombies under the control of the spellcaster as long as they remain within the spell’s area of effect.
Catacomb winds lasts for 1 round per caster level.