[ +- ] negative levels rules
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels..
[ +- ] Spells and Stats
Negative Levels:1/7
HP: 33/36
AC: 17
Power over Undead: 6/6
Channel Energy (2d6 Positive, 1d6 Negative, Selective): 5/5
Wizard Spells Prepared
Cantrips: Detect magic, Disrupt Undead, Ray of Frost, Read Magic
1st Level: Mage Armor, Magic Missile, Magic Missile, Enlarge Person, Ray of Enfeeblement (S)
2nd Level: Defensive Shock, Summon Monster II, Cat's Grace, False Life (S)
Cleric Spells Prepared
Orisons: Stabilize, Detect Poison, Purify Food and Drink, Guidance
1st Level: Endure Elements, Endure Elements, Endure Elements, Endure Elements, Comprehend Languages (D)
2nd Level: Resist Energy, Lesser Restoration, Lesser Restoration, Detect Thoughts (D)