diff --git a/actions.tex b/actions.tex
index b1967d7b7a76eec0d77ac1dc6fb70a169d3d736f..1b15b11c7252e20201e494efda740b2e772df1f7 100644
--- a/actions.tex
+++ b/actions.tex
@@ -305,18 +305,18 @@ Using different coins to represent different kinds of \gls{weight} and \glspl{ep
 \label{time}
 
 \subsubsection{\Glsfmtplural{round}}
-\glsdesc{round}.
+\glsentrydesc{round}.
 
 
 \subsubsection{\Glsfmtplural{interval}}
-\glsdesc{interval}.
+\glsentrydesc{interval}.
 
 A central pool of coins makes giving and tracking \glspl{fp} and \glspl{mp} faster than writing and unwriting over the same scuffed square on the character sheet.
 \index{Coins!\Glsfmtlongpl{fp}}
 Players have a space on their character sheets to track \glspl{fp}, just below the \glspl{hp} area.
 
 \subsubsection{\Glsentrytext{downtime}}
-\glsdesc{downtime}.
+\glsentrydesc{downtime}.
 So a weekly session leaves the players with no more than three weeks for the \glspl{pc} to rest, train, and plan.
 Find suggested \gls{downtime} actions \vpageref{downtimeActions}.
 
@@ -361,10 +361,10 @@ In order, they are:
 \end{multicols}
 
 %\subsubsection{\Glsfmtplural{area}}
-%\glsdesc{area}.
+%\glsentrydesc{area}.
 %
 %\subsubsection{\Glsfmtplural{region}}
-%\glsdesc{region}.
+%\glsentrydesc{region}.
 
 \end{multicols}
 
diff --git a/combat.tex b/combat.tex
index fabafe966526d17b0539a16716a7db29d68fdf2e..a581ef915b5e4517c96e85ec1b8c10a818e3f3ff 100644
--- a/combat.tex
+++ b/combat.tex
@@ -381,7 +381,7 @@ If the plate armour had \pgls{covering} of only 3 then rolling 3 over the creatu
 
 \noindent
 Projectiles have their own Combat \gls{skill}, which covers everything from javelins to bows.
-These \glsdesc{projectiles}.
+These \glsentrydesc{projectiles}.
 
 \sidebox[20]{
   \begin{nametable}{Projectiles Cover}
@@ -426,7 +426,7 @@ Shortbows have a maximum range of 20 steps, and deal $1D6-1$ Damage.
 They often bring down prey with multiple arrows rather than a single, deep-penetrating arrow.
 
 \subsubsection{\Glsfmtplural{crossbow}}
-\glsdesc{crossbow}
+\glsentrydesc{crossbow}
 \label{crossbow}
 can pierce plate armour, but cannot be reloaded without a thirty-minute lecture about leverage and torque.
 They have a standard Damage of $2D6$, though different crossbows vary in quality.
@@ -534,7 +534,7 @@ These additional actions cover different ways to engage with enemies.
 Anyone can use them at any point, if they use the right weapons.
 
 \subsubsection{\Glsfmtplural{ambush}}
-\glsdesc{ambush}
+\glsentrydesc{ambush}
 
 If a player has a plan, they describe it, and make a roll.
 On a success, the scene plays out as planned.
@@ -720,7 +720,7 @@ Creatures with any amount of encumbrance cannot take off.
 \pic{Roch_Hercka/conjuration_right}
 
 \subsubsection{\Glsfmtplural{swarm}}
-\glsdesc{swarm}
+\glsentrydesc{swarm}
 
 \swarm{Rats}{3}{2}{3}{0}
 
diff --git a/spells.tex b/spells.tex
index 1ee613f180efe7dc573b9862112dc5f7268dc8ee..2ba4503242d102a727373defe51714bb5114654a 100644
--- a/spells.tex
+++ b/spells.tex
@@ -10,10 +10,10 @@ Magic can do any number of things, but like anything else, it has standards.
 These standards are `spells'.
 
 \Glspl{casting}
-\glsdesc{casting}
+\glsentrydesc{casting}
 
 \Glspl{spell}
-\glsdesc{spell}
+\glsentrydesc{spell}
 
 \subsubsection{The Elemental \glsfmtplural{sphere}}
 are Combat \glspl{skill}, just like Projectiles and Melee.
diff --git a/systems.tex b/systems.tex
index 597f09258a3ffeac83c26863a777b942c17262dc..f1497868105eef0bb63b49065232815ec717524f 100644
--- a/systems.tex
+++ b/systems.tex
@@ -78,22 +78,22 @@ But if you have more time than money, then it's time well spent.
 \subsection{Journeys in the \Glsfmttext{deep}}
 \index{Caving|textbf}
 \index{Spelunking|see {Caving}}
-Caving \glsdesc{caving}
+Caving \glsentrydesc{caving}
 
 \subsubsection{\Glsfmttext{blackWalking}}
-\glsdesc{blackWalking}
+\glsentrydesc{blackWalking}
 
 \subsubsection{\Glsfmttext{gagingCave}}
-\glsdesc{gagingCave}
+\glsentrydesc{gagingCave}
 
 \subsubsection{\Glsfmttext{echoing}}
-\glsdesc{echoing}
+\glsentrydesc{echoing}
 
 \subsubsection{\Glsfmttext{hypoxia}}
-\glsdesc{hypoxia}
+\glsentrydesc{hypoxia}
 
 \subsubsection{\Glsfmtplural{caveFire}}
-\glsdesc{caveFire}
+\glsentrydesc{caveFire}
 
 \makeRule{run_in_dark}{Running in the Dark}{Wits}{Caving}{12}
 \index{Caving!Running in the dark}%
@@ -102,7 +102,7 @@ A tie means the character comes to a sudden halt, without Damage.
 Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage).
 
 \subsubsection{\Glsfmttext{caving}}
-\glsdesc{caving}
+\glsentrydesc{caving}
 
 \subsection{Journeys Past the \Glsfmttext{edge}}
 
@@ -120,7 +120,7 @@ Success gets you to the other side, and failure gets you washed downstream.
 A tie gets you a bit of both.
 
 \subsubsection{\Glsfmttext{foraging}}
-\glsdesc{foraging}
+\glsentrydesc{foraging}
 
 Using \pgls{bandAct} won't do much good unless the group is willing to split up a little (within earshot).
 However, if a group can split up entirely, going to different areas, they can each make a separate foraging roll, and gather far more resources.
@@ -176,7 +176,7 @@ A successful roll indicates a working knowledge of the place.
 \index{Walking}
 \index{Marching}
 \index{Travel}
-\glsdesc{journey}
+\glsentrydesc{journey}
 
 Humans can endure a hard-march better than most.
 Despite their slow gait, they can out-pace almost anything in the long-term.%