Healing light wounds stands on magic lists of:
- Cleric / Oracle
These guys can use all wands with light wounds without having to use the magic device to roll even if they can not normally occupy CLW yet, e.g. Level 1 Paladins. The mere fact that they have it on their magic list is enough.
Hell Healing is on Spell lists by:
- Cleric / Oracle
- Wizard / Wizard
- Summoners (regular summoners that are not legal in PFS)
Since Heal Healing has the (evil) descriptor, it is not available to good clerics, and paladins may or may not have problems with it.
If you are not a member of any of these classes and do not use any of the above spell lists, then you are much more likely to meet someone who does so if you follow Cure Light Wounds. On the other hand, it is a good idea to stick to the former if you can work hell healing but can not heal light wounds. If you can use the CLW wand, but drop it, your potential rescuer is more likely to use it than Infernal Healing.
Gold per cure
Applying Cure Light Wounds costs 15 gp and heals 2 to 9 HP when cast with a wand (average 5.5 HP). Infernal Healing always heals 10 HP per application and costs the same. Infernal healing is 82% more efficient on average.
Time to use
- For healing light wounds only one standard action is required, and Hell Healing has a casting time of 1 round.
- CLW is an instant spell, while Hell Heal over 10 rounds.
In total, it takes 66 seconds (11 laps) for an Infernal Healing application to complete and finish for a target. This makes infernal healing completely impossible with limited time. For example, CLW may even be useful as a panacea at Tier 1. In later levels, it's the minutes per level that you need to think about. The higher you rise, the longer you have to wait each time to heal. For example, a level 6 assistant with approximately 38 HP must wait 42 laps (4 minutes and 12 seconds) to heal completely after falling to 0. The same task would require an average of 6.9 CLW spells or 7 rounds (1 minute 6 seconds).
Your wealth will grow faster than your health pool, so that Infernal Healing will eventually consume more gold in valuable, time-limited buffs than in healed HP, and you can use Infernal Healing only in the rare situations of no time at all.
- Very early, mild wounds can be healed to damage certain undead when there is no other way to hit them.
- Hell Healing can be applied right before battle or at the beginning of combat. If an affected ally falls, they are immediately healed and stabilized for 1 HP … provided they survive the damage.
- Heal Light Wounds can not be applied to creatures that are damaged by positive energy.
- Hell Healing does not heal damage caused by silver and well-targeted weapons, as well as spells / effects with a (good) descriptor.
Both restrictions should be quite rare, but if a spell does not work for some reason, it is very likely that you want the other.
A total of
If your class has healing easier on their spell list healing, but no hell healing, you should definitely choose healing light wounds first. If you buy Infernal Healing, you're less likely to use your wand without UMD.
If you're a neutral cleric or a witch (or just using those spell lists), you might want to buy a wand from CLW and then a wand from Infernal Healing to get the right edge for the right situation. The same applies to evil clergymen (who are not legal in PFS).
If you play in a fairly stable group that has spells with both spells, you may want both wands. You will use Infernal Healing for its cost effectiveness and Cure Light Wounds to heal quickly.
If you play in a stable group that can only handle infernal healing without UMD, buy Infernal Healing, but understand that it will be even more important to you not to be damaged than the rest.
If your stable group needs UMD for both spells … well, get both wands and be willing to waste a lot of time getting the required score. I have read it more than once that PFS scenarios assume that players have some sort of healing available, and they really seem to be written that way.
On average, mild wounds are more likely to heal, but infernal healing can be much better for a specific situation.
However, their mileage can vary greatly depending on the preferences of your local players. For example, if no one around you is playing Clerics, Witches, Mages, Sorcerers, Sorcerers, or Arcanists, it is very unlikely that Hell Healing will be useful.