A magic item from 3.5 that would be helpful is a Belt of Healing. 3 charges a day, 1 charge 2d6, 2 charges 3d6, 3 charges 4d6. It's good from low to medium level, but then quickly becomes irrelevant.
You could create a magic item that swaps arcane magic for a cure spell of the same level (up to 4th level spells). Usable x/day or something.
You could allow the Heal Skill to heal. DC 5 1d4, DC 10 1d6, DC 15 1d8, DC 20 1d10, DC 25 1d12. A person could only be healed after a combat encounter or some such limit.
You could use Hero Points and create one that allows for healing.
You could allow for a healing surge mechanic. Con Mod/Day (minimum 1) you can take a short rest and heal 1/4 your total HP. Or you could make it variable 1d6+Con Mod every 2 levels. Increase it to 1d8 every 2 levels with Endurance Feat and 1d10 every 2 levels with Die Hard feat.
You could take the gloves off and let the chips fall where they may.
You could create a magic item that swaps arcane magic for a cure spell of the same level (up to 4th level spells). Usable x/day or something.
You could allow the Heal Skill to heal. DC 5 1d4, DC 10 1d6, DC 15 1d8, DC 20 1d10, DC 25 1d12. A person could only be healed after a combat encounter or some such limit.
You could use Hero Points and create one that allows for healing.
You could allow for a healing surge mechanic. Con Mod/Day (minimum 1) you can take a short rest and heal 1/4 your total HP. Or you could make it variable 1d6+Con Mod every 2 levels. Increase it to 1d8 every 2 levels with Endurance Feat and 1d10 every 2 levels with Die Hard feat.
You could take the gloves off and let the chips fall where they may.