What type of low magic world are you going for? My own game is low magic, so there are few classes available with healing, let alone magic items such as potions and wands. The method I use are a limited number of quasi-magic (more amazing then magic) alchemical and herbal concoctions:
30 gp, 25 DC Alchemy
Healing Salve This sticky green paste requires a full round to rub into a wound, healing 1d4 damage. A creature can benefit from this only 1/day. This is weaker then tome & blood alchemical healing item, but the one they list is practically a potion of healing (it heals 1 hp less, but is much cheaper to make!!)
15 gp, 17 DC Herbalism
Healer's Kiss Ointment When this green ointment is applied with a successful stabilize check, it heals a creature at negative HP's by 1 HP damage, but more then 1 treatment a day causes 1 temporary CON damage per extra application.
35 gp, 22 DC Herbalism
Healing Paste This blue paste is rubbed into a creatures wound, healing 1d6 HP. A creature can benefit from this only 1/day.
50 gp, 20 DC Herbalism
Healing Broth This sweet juice fills a mason jar aids the body to heal itself after sleeping 8+ hours, healing them HP = their HD.
Other then that - I do allow the healing skill to be used to increase the minimum amount healed from spells, salve, paste, and ointment:
Healing: can be used to enhance magic or psionic healing, taking 1 full minute per die of healing with item, spell, ability, or psionic power – to increase the minimum number rolled with the healing. Both subject & healer are prone & provoke attacks of opportunity. A natural 1 results in minimal healing results (as if all 1’s were rolled). The new minimum may never exceed the die type rolled.
DC 20 1 becomes a 2
DC 25 1-2 becomes a 3
DC 30 1-3 becomes a 4
DC 35 1-4 becomes a 5
