Aw yeah! Angmar spellbook inbound!
I am pleasantly surprised by the new spells, although the structure as a whole was quite predictable. What I like most is how some spells managed to find a place in new conceptualisations so that the Spell Book as a whole remains familiar. Especially the Stronghold of the Witch-King now seems very versatile and fits an active spell better.
What I like least are the Turncoats. In terms of gameplay it definitely is a unique summon. But I really wonder what source is used that mentions Dúnedain traitors fighting for the Witch-King, because I find it hard to believe that such noble soldiers (as Rangers and Palantir Guards undoubtedly are) would turn so easily. On top of that I find their look not very convincingly corrupted; their Arnorian armour is too present still and they do not look battle-hardened. More so, I would like to know how such a powerful resource-steal was included in their passive ability, as it suggests that the Turncoats are in it for the money. If such traitors existed I would believe that the truest corruption of Men comes in the shape of a promise of immortality, which they are denied throughout their entire history second to the Firstborn. Of course you don't want to confuse their motives with those of the Men of Carn Dûm, but I prefer to see a different 'background story'