If you are meaning an ability macro on the Attributes & Abilities tab, I don't think there is. I have copy/pasted entire (long) handouts into those and had them print just fine. Since my preferred system has been out of print for over 25 years, I have created macro sheets (1 for each type of magic) that have a lot of abilities, with some of them being rather large in the amount of text/rolls they contain. One sheet has over 150 ability macros, with several of the macros completely filling chat when they are triggered. I have decided over time that I don't like to scroll if I don't have to, so I have condensed almost all spells down to where they fill chat top to bottom on my screen, or they are smaller. But there are still a few that are about 1.5 times what can appear in chat and contain multiple die and rollable table rolls. As Ziechael mentioned, most sheets require multiple attributes (12-15+ seems common) to contain the information for a single spell. If you are using an ability macro, I think that each one is essentially treated as a single attribute for storing the data. I expect I would experience noticeable lag on a sheet with 150+ spells in the Character Sheet tab, but 150+ spells as ability macros in the Attributes & Abilities tab doesn't seem to slow things down at all. As a test, I just copy/pasted one of the class handouts into a ability macro with a roll template to keep all the line breaks together. It printed out in chat just fine. &{template:custom} {{color=black}} {{desc=The diabolist is a man or woman dedicated to the study of symbols, specifically magic symbols. These men of magic cast no spells but derive their power from the drawing of symbols and invoking power words. Their knowledge lies in dusty tomes, arcane symbols, wards, and circles. Diabolists are obsessed with the study of all symbols; a symbol being any shape, design, objects, or sound that confers a specific meaning. Consequently, they are excellent linguists, cryptographers, and scholars of all symbols and languages . The major area of cryptography is the study of mystic symbols and their use in the performance of magic. Indeed in this category are all Mystic Symbol Illustrations, Wards, Circles, Other Symbols, Runes and any other "secret" symbols and codes. Only diabolists know the secrets of ward magic and rune symbols. They are also masters of circles and symbols. ALIGNMENTS Although most people think of diabolists as evil (with some particularly evil diabolists recorded throughout the history of the Old Kingdom in particular) they can be of any alignment. Of course, a good alignment may prohibit the use of certain magic circles, summoning circles in particular. MULTIPLE O.C.C. There are no restrictions prohibiting a diabolist from putting aside his scholarly pursuits to explore other O.C.C.'s as long as the character fits the requirements of that occupation. However, most diabolists will avoid the men of arms O.C .C.'s with the exception of thief and ranger. Their interests will most likely draw them to magic or clergy O.C.C.'s. DIABOLISTS AND WEAPONS Diabolists are not restricted to the use of any particular type of weapon and have a fairly large selection of weapon proficiency electives. Of course their scholarly pursuits usually over shadow any skills at arms or combat. They seem to be fond of staves, knives, swords, and cross bows. SPECIAL DIABOLIST KNOWLEDGE/ABILITIES Power Words Runes Wards Mystic Symbol Illustrations, and Other Symbols Circles The Diabolist and Circle Magic As scholars of symbols and mysterious languages, diabolists are naturally interested in the study and use of circle magic. There are no limitations as to the types of circles studied, but most diabolists prefer to study circles of protection and power, avoiding summoning circles. Circle knowledge may be bought from an alchemist or another diabolist or summoner. The most common circles are circles of protection and summoning, though only the foolish and insane are said to use them. Power circles are rarely shared for any price. Even the so called common circles are quite rare and few are willing to share their ancient secrets. DECIPHERING CIRCLES Being highly knowledgeable in regard to symbology and skilled in cryptography, a diabolist has a good chance of deciphering the exact function and operation of a circle. Whenever a magic circle is discovered, a clever diabolist will draw a diagram of it in his note book, paying special attention to components and clues that will hint at its purpose. By studying the symbols, he is likely to discern the circle's purpose, but formulating exactly how it works is much more difficult and dangerous . Once the diabolist believes he has unraveled the mystery of the circle, he can only find out if he is correct by creating the circle and invoking the proper power words. I t is the use of the proper power words which is the most difficult, for they must be surmised from the circle's purpose and its other symbols. Each time a player wants to discover if his character has deduced the correct creation/invocation of a circle, he must actually create the circle and attempt to activate it with the proper word sequence. Then and only then does the G.M . allow the player to roll percentile dice for a successful deciphering of the circle . If the roll is successful, the circle will function exactly as it should. If the roll is unsuccessful, the character has not deciphered the correct circle invocation and must roll for reactions. THE DIABOLIST O.C.C. Attributes required: I. Q. 12 O.C.C. skills: knows all symbols, knows all power words, knows all runes, knows wards (ward activation table), magic combat, Read/Write (Native Language) (+40%) decipher circles. Knows all symbols: the diabolist is an expert in the study of symbols. Knows all mystic symbols, arrows, swords, animals, colors, and stones. Knows runes: the diabolists are the only ones who can read and write in this ancient, secret language. Knows all power words: power words are the keys to the activation of wards and circles. The diabolist is familiar with all power words and their meanings. Knows wards: being the scholars of secret languages, diabolists know and understand the meanings and symbology of all ward symbols. This means they can create and use any ward. However, the diabolist is limited by the exact number of wards he can create every 24 hours. The Ward Activation Table indicates the total number of wards a diabolist can create per level of experience. Decipher circles: The ability to deduce an unfamiliar circle's function and to decipher the correct invocation to create or activate the circle. (Similar to a wizard's scroll conversion). See decipher circles tables for details. Elective skills: Choose 4 at level one, 3 at level three, 3 at level eight and 3 at level twelve. Secondary skills: Choose 6 at level one, 4 at level four, and 4 at level ten. Elective skills Disguise (+8%) Forgery (+20%) Gem Cutting Hand to Hand Non-Man of Arms Horsemanship General Identify Plants/Fruits (+4%) Medical Palming Pick Locks Pick Pockets Prowl Streetwise (-5%) Study Circles Undead Lore (Counts as 2 skills) Use Poison (+ 4%) Witch Lore (Counts as 2 skills) Crossbow Blunt Knives Short Sword Sling Small Shield Spears/Forks Staves Targeting Throwing Axe Secondary Skills (Choice of any, but the following have bonuses) Demon/Devil Lore (+20%) Faerie Lore ( +10%) Heraldry (+5%) Mathematics (+30%) Paint (+15%) Pottery (+5%) Preserve Food (+6%) Racial Histories (+10%) Read/Write Additional Language (+40%) Religious Doctrine (+20%) Sense of Direction (+10%) Sculpt/Whittle (+10%) Sign Language (+10%) Speak Additional Language (+50%) Ventriloquism (+5%) Magic Combat Chart 1 +1 save vs. circles 2 +2 save vs. wards 3 Recognize enchantment 40% 4 +2 ward strength 5 +1 save vs . spell magic 6 Recognize magic items 58% 7 +1 circle strength 8 +1 ward strength 9 +1 save vs. spell magic 10 +1 save vs. wards 11 +1 circle strength 12 +1 ward strength 13 +1 save vs. circles 14 +1 save vs. wards 15 +1 save vs. spell magic XP and Ward Activation Chart Level XP Required Activations per Day 1 0-1950 3 2 1951-3900 4 3 3901-8800 5 4 8801-17,600 6 5 17,601-25,600 8 6 25,601-35,600 10 7 35,601-50,600 12 8 50,601-70,600 14 9 70,601-95,600 16 10 95,601-125,600 18 11 125,601-175,600 20 12 175,601-225,600 22 13 225,601-275,600 24 14 275,601-325,600 26 15 325,601+ 28 Deciphering Circles Level Decipher Function Decipher Invocation 1 18 8 2 28 16 3 38 24 4 48 32 5 58 40 6 68 48 7 78 56 8 88 64 9 91 72 10 93 80 11 95 88 12 96 91 13 97 93 14 98 95 15 99 97}} Some of the tables didn't survive the copy/paste very well, but they all printed out with no problem.