Oosh said: I have no idea why, I'm not a sheet author. It might be possible to have a "hibernate" state for the spells, where the repeating fields are disabled for unreadied spells so you can have them all listed, but non-functional. That might stop them slowing the game down. Or it might not. No idea! At this point, the attributes exist on the character sheet or they don't. The more complicated sheets are spawning 15+ attributes every time you add a spell. And then there are the sheetworkers that may interact with the spells every time you open the sheet or change anything (preparation vs spells slots, setting saving throw DCs, etc.) , which is just fine if you have a reasonable number of spells, but gets to be a problem when you add all spells possible. There is a way around all that. All that needs to be done is to create a "character" that is used to hold spells. But you don't put them in the Character Sheet tab. You write them all up individually as character ability macros on the Attributes & Abilities tab. There is no automation interacting with those, and they are stored in a way that is much easier on the performance of the sheet and game. If the macros are all written with attribute calls using "@{selected|" , then a chat menu can be written that contains the whole list. Then the chat menu can be copied from that "spell macro mule" and put on a character Attributes & Abilities tab, marked as a token action (or set to the quick macro bar), and edited to only include the levels that character has access to. Every time that character accesses a new level of spells, you copy/paste in the new level of chat menu entries from the macro sheet. Unless the way information is stored changes and the performance hit of automation changes, that is the way around it. It takes time, but (if you do it right) you only need to do it once.