X & XX
Augurey
The Augurey is fairly susceptible to common scrapes and wing-breakage when kept with a wizard due to it's preferred nesting habits in brambles and thorn bushes. In cases of cuts, the Augurey will normally heal on it's own. A broken wing should be wrapped and the Augurey should be encouraged to stay in it's nest at all times until the wing is healed. If the Augurey is being kept in a Wizarding household, ensure that a tear-shaped nest is available for it to sleep in. Bring any Augurey that is living primarily outside indoors so that it isn't encouraged to attempt to fly during rainstorms.
Though the Augurey has a natural magical resistance to water, some Augureys have been known to lose this enchantment. When they attempt to fly through rain as they usually do, the Augurey then quickly finds itself downed. This circumstance deeply frightens and often traumatizes an Augurey, and they will often be found moaning even when rain is not approaching after this. But what causes the enchantment to lift? Augureys are naturally shy creatures who prefer and are used to being alone. When they feel crowded or are given plenty of affection, they will often become frightened, angry, or depressed. This causes their enchantment to wilt. To allow the Augurey's magic to naturally repair it's water-repelling properties, it is recommended to allow the Augurey to recover by itself in it's nest for approximately a week. Afterwards, take the
Augurey out of it's nest slowly. Conjure a small, gentle rain cloud above it's head or use a small watering can to introduce the Augurey to water again for about one minute. Leave it be for a week afterwards, and try this once more. In the majority of cases, the Augurey will get back to normal and moan only when the rain is approaching.
Wild Augureys feed on fairies, and some Wizards attempt to mimic this by releasing fairies for their household Augureys. Usually this goes smoothly, but on occasion an angry fairy will use it's magic against an Augurey. The results vary, but the most common results are madness, deafness, or blindness. The telltale sign of a mad Augurey is a delightful song that it produces as opposed to it's depressing moan. Now, I know what you're thinking - what, exactly, is bad about this? The delightful song of an insane Augurey is actually addicting to the ears of all other creatures that may hear it. Wizards will sit and stare at an Augurey after they have heard their delighted song a few times, leading to them refusing to eat, sleep, or move. An Augurey that has gone mad must have silencio cast upon them and must be left alone for at least a year before the charm can be lifted. Deaf and blind Augureys can be treated by casting finite upon them, as fairy magic is very weak.
Diricawl
Diricawls are known for their apparation abilities. However, they are quite
susceptible to a certain type of virus which causes them to apparate at random whenever they sneeze or fall asleep. This is very inconvienant for anyone who owns a Diricawl (often only professors and researchers). Healing a Diricawl is fairly difficult and time-consuming; to be allowed near a Diricawl you must have it's trust, which often takes years to build. Two approaches may be taken; the owner must administer the medication or the leg-locker curse must be used on the Diricawl. For reasons currently unknown to us, if a Diricawl cannot walk it also cannot apparate. A blend of Mandrake root and Flobberworm mucus destroys the virus that causes random apparation, and must be ingested.
If infected with Chizpurfles, the Diricawl is unable to apparate at all and when they attempt to do so, their feathers molt. Though there are many commercial solutions for Chizpurfles, they are oddly repelled by lumos when they
are inhabiting Diricawls. It is said there is something about the Diricawl's feathers that cause lumos to seem even brighter, which causes such discomfort for the Chizpurfle that they vacate the Diricawls' skin and feathers
immediately.
susceptible to a certain type of virus which causes them to apparate at random whenever they sneeze or fall asleep. This is very inconvienant for anyone who owns a Diricawl (often only professors and researchers). Healing a Diricawl is fairly difficult and time-consuming; to be allowed near a Diricawl you must have it's trust, which often takes years to build. Two approaches may be taken; the owner must administer the medication or the leg-locker curse must be used on the Diricawl. For reasons currently unknown to us, if a Diricawl cannot walk it also cannot apparate. A blend of Mandrake root and Flobberworm mucus destroys the virus that causes random apparation, and must be ingested.
If infected with Chizpurfles, the Diricawl is unable to apparate at all and when they attempt to do so, their feathers molt. Though there are many commercial solutions for Chizpurfles, they are oddly repelled by lumos when they
are inhabiting Diricawls. It is said there is something about the Diricawl's feathers that cause lumos to seem even brighter, which causes such discomfort for the Chizpurfle that they vacate the Diricawls' skin and feathers
immediately.
Jobberknoll
Jobberknolls are fairly hardy creatures, but they occasionally fall ill. Jobberknolls who fall ill will shed all their feathers and grow only white down or "baby" feathers. These feathers give off a certain sort of "dust" whenever they move that causes any Wizard or Muggle exposed to it to have auditory hallucinations.
Nursing a Jobberknoll back to health is a difficult process. One must prepare by wearing earmuffs, goggles, and a dust mask - if the dust enters the body in any way it will affect the Wizard. The Jobberknoll must first be washed using a diluted Wiggenweld potion, and afterwards it's food must be dusted with powdered root of asphodel. A Jobberknoll that recovers will have their feathers grow out to normal and glow blue for three days.
Wizards who are exposed to ill Jobberknoll dust must be kept in a room with constant noise for three weeks, and are only able to drink water and eat some foods. Oddly enough, mint humbugs have been proven to speed up the recovery process. Gone untreated, Jobberknoll dust's auditory hallucinations will cause madness within a month. Wizards who are mad with Jobberknoll dust have also been known to have their wands die on them and disobey them.
Nursing a Jobberknoll back to health is a difficult process. One must prepare by wearing earmuffs, goggles, and a dust mask - if the dust enters the body in any way it will affect the Wizard. The Jobberknoll must first be washed using a diluted Wiggenweld potion, and afterwards it's food must be dusted with powdered root of asphodel. A Jobberknoll that recovers will have their feathers grow out to normal and glow blue for three days.
Wizards who are exposed to ill Jobberknoll dust must be kept in a room with constant noise for three weeks, and are only able to drink water and eat some foods. Oddly enough, mint humbugs have been proven to speed up the recovery process. Gone untreated, Jobberknoll dust's auditory hallucinations will cause madness within a month. Wizards who are mad with Jobberknoll dust have also been known to have their wands die on them and disobey them.
Puffskeins
Puffskeins are physically tough little creatures. However, their immune
systems are not so great; and being around children (and eating their bogeys...) does not help. Puffskeins often contract normal Muggle maladies as well as Wizarding maladies; from "the common cold" to spattergroit, Puffskeins get it all. To cure a Wizarding malady in a Puffskein you may use the same method that you would to cure the illness in a Wizard, and the symptoms are similar as well.
As for Muggle maladies, one simply has to roll a Puffskein in between their palms for a half hour. At this point the Puffskein will sneeze so violently that it will launch across the room. The Puffskein will change colours for about a week afterwards, but this is the only side effect, and as it often pleases children, there are really no concerns.
systems are not so great; and being around children (and eating their bogeys...) does not help. Puffskeins often contract normal Muggle maladies as well as Wizarding maladies; from "the common cold" to spattergroit, Puffskeins get it all. To cure a Wizarding malady in a Puffskein you may use the same method that you would to cure the illness in a Wizard, and the symptoms are similar as well.
As for Muggle maladies, one simply has to roll a Puffskein in between their palms for a half hour. At this point the Puffskein will sneeze so violently that it will launch across the room. The Puffskein will change colours for about a week afterwards, but this is the only side effect, and as it often pleases children, there are really no concerns.