BECOMING A HEALER
What does it take to become a Healer? A Healer must be compassionate and able to listen to patients. Healers also cannot be afraid to be stern with patients or visitors, since some injuries have very specific instructions for full recovery. Healers need to be quick thinkers. That way, the patients can receive proper treatment as soon as possible. Clearly, a Healer must be proficient in many branches of magic. Any witch or wizard aspiring to become a Healer must score at least Exceeds Expectations in N.E.W.T. Potions, Transfiguration, Herbology, Charms, and Defense Against the Dark Arts.
There are many books a witch or wizard will need to study from when training to be a Healer. Spell and potion books are important. There are thousands of books available, so it would be a hassle to carry all of them around. The two books a Healer must have access to are The Healer's Helpmate and Common Magical Ailments and Afflictions. These two books are usually found in all Wizarding households. Once a witch or wizard becomes a Healer, he or she has a few choices for work.
Healers run the hospital wing of Wizarding schools, like Madam Poppy Pomfrey at Hogwarts School of Witchcraft and Wizardry. Professional Quidditch teams may hire a Healer as the team trainer. Healers are also present at large Wizarding events, like the Quidditch World Cup and the Triwizard Tournament, in case of injuries. Most Healers are employed by hospitals. They typically specialize in certain injuries, ranging from a wand backfiring to poisoning. The most prestigious hospital is St. Mungo's Hospital for Magical Maladies and Injuries in London. The hospital was founded by Mungo Bonham. The Healers at St. Mungo's wear the normal Healer uniform of lime green robes. Their robes also have the hospital logo of a wand and a bone crossed.
A different type of malady or injury is treated on each floor of St. Mungo's. The higher the floor, the more serious the condition. Artifact Accidents are treated on the ground floor. These include cauldron explosions, wand backfiring, and broom crashes. Creature-Induced Injuries are treated on the first floor. These can be bites, stings, or burns from a wide range of creatures - snakes, spiders, dragons, chimareas, werewolves. Magical Bugs are treated on the second floor. These are the contagious diseases, like Spattergroit and Dragon Pox. Potion and Plant Poisoning is treated on the third floor. Antidotes are extremely important on this floor. Conditions range from a rash to regurgitation. Spell Damages are attended to on the fourth floor. These include unliftable jinxes and hexes. There is a long-term residents' ward on this floor, since some of the damages are permanent.