CapnZapp
Legend
Thank you.[MENTION=12731]CapnZapp[/MENTION]: Do you intend to amend the aura of life spell at all? It grants allies 1 hp whenever they start their turn in the radius with 0 hp. Will you make it so they gain 1 hp whenever they start their turn with between 0 and -10 hp? Will they still only gain a single hp out of it, or could it potentially heal them back up to 1 over the course of several rounds?
Just something to think about.
This is exactly the kind of constructive commentary you can wish for when you throw out a suggestion

Based on the wording of the spell and the fact it is a fourth level spell I am inclined to let it have its intended effect. That is: any creature at 0 or below is brought up to 1 (and thus full freedom to act).
I guess I could retool the spell into granting +1 hp/round, but really: that would turn the spell into something completely different than what it is now. Note how it even today does not add hit points. The spell sets your hit points.
You might be surprised at my decision. After all, isn't this the Whack-A-Mole spell if there ever was one? To this I say: well, its level means characters won't be able to spam it until your level is in the double digits (since only then will they be able to cast it more than once a day). This should mean it only arrives well after the campaign has been established. And at that level the difference between RAW and my suggestion, i.e. ten hit points, is a trivial amount. Meaning that most of the hp you save by not tracking negative hp all the way down to negative maximum hp is due to the relatively high level and not the spell. Having fundamental shifts in character abilities are quite okay when you change tiers.