That's a shame Corey - seems like Mel's had a good day!
Grit - elven wild mage (update 13)
Grit's unlucky 13th update commenced with her buffing up in the pocket plane ready for Melissan. After doing that she used wish spells (from NRD) until she had rememorised her spells.
On entry, she used a trigger with triple lower resistance on Mel and then tried to hit her with spell damage. That proved harder than expected as her chain contingency triple improved chaos shield did not seem to be working in this area and all but 1 of her attempted NRD spells surged - and the skull trap that did succeed was negated by a heal surge! Judging from later experience with casting something about the area had prevented the improved chaos shields from stacking; even with only a single one functioning though, the chance of a spell casting successfully through NRD is above 60%, so she was very unlucky with those opening attacks.
She then used a PW: blind on Mel, before producing a planetar to keep the minions busy while she cast improved alacrity. 3 skull traps, 4 acid arrows and 3 wiltings later (one of which surged) and I was beginning to think about what to use next after her obvious spell attacks. However, as she was attempting another wilting with her final NRD, Mel decided a strategic withdrawal was called for.
The planetar and a mordy sword killed Yan-C-Bin and his crew before Grit used limited wish to regenerate NRD. That only gave one spell back, but fortunately the next attempt produced a roll 4 more times surge - 3 of which cast normally

. Those genies restored all 6 of her NRDs between them and she was able to use those to wish-rest.
She produced some summons and a simmy before 3 more attempts successfully restored her spells again. She then brought Mel back into play and, once more immediately used lower resistance on her. The simmy was able to send off 4 acid arrows (having pre-cast improved alacrity) before both Grits were rendered unconscious briefly by the buffeting of Mel's arrival. That had also triggered a triple wilting contingency though so that Mel was badly damaged. Both Grit's then tried PW:blind via NRD - but both surged. They tried again - and this time both connected. The simmy then tried a few acid arrows, while the real Grit started casting improved alacrity. When that eventually cast she reviewed the record of the fight and decided that Mel was probably immune to acid so threw in 3 quick skull traps to send her packing again. Unsurprisingly that annoyed her remaining summons and the planetar chased her for a while until it unsummoned. A fresh planetar was then too much for Cryonax before Grit rebuffed, produced more summons and then wish-rested again (this time that took at least a dozen wish attempts - requiring numerous cycles through limited wish to refresh NRD spells). Eventually though she was ready to go.
Once more Mel was hit by lower resistance and then blinded. Grit then tried various skull traps, though I'm not sure how many of them connected as Mel disappeared. Even though she wasn't visible I knew where she would be and went after her. Grit tried an NRD improved alacrity and fortunately was successful with that. A wilting got Mel to near death, but slayer shadow hits disrupted her next 2 spells (although causing no damage). She finally got an NRD skull trap away though - that disrupted Mel's attempt to heal and caused her to make another run for it.
Grit still had an angry planetar present, so needed to wait for that to unsummon. That was considerably more difficult than it should have been as Grit's haste effects seemed inoperative (both from boots and spells) and the planetar thus had a significant speed advantage. However, eventually it disappeared and she was able to bring in a new one along with a couple of mordy swords.
She then tackled the group with the fallen solar, but again that proved difficult. I hadn't realised the planetar's weapon would be ineffective against the mariliths and Grit was still moving far more slowly than she should have, which meant run and shoot type tactics were not an option for her. She tried using a teleport field, but again her slow movement meant she got no real benefit from it. By this stage she would already have been dead, except that her buffs were preventing the fallen solar's arrows from doing any damage. However, it's arrows were dispelling stoneskins, which meant she couldn't afford to let the mariliths into combat.
I tried using the solar as an obstacle to keep the mariliths away for the short period required to cast spell immunity: abjuration. I thought that would allow her to keep a stoneskin up and give her a reasonable chance of taking out enemies one at a time. She successfully manoeuvred in order to cast the spell, but she obviously got too close to the solar in the process and it switched from range to melee attack. Despite her best efforts she was now only moving at a crawl and the solar got 2 rapid attacks in. One final hit after this screenshot and she was dead - before her contingency even had time to trigger.

That was a shame. The slow movement at the end was nasty, but I've come across that type of effect a number of times before (it happens quite regularly in Thaxy's cave). The real killer though was my failure to prepare sufficiently in advance for that group. That was partly because I hadn't realised planetars would be so useless against them, but also reflected a desire to get on quickly rather than spend yet more time in preparation (the fight at the Throne had taken nearly 3 hours to that point already). If Grit had produced a simmy in advance and had more lower resistance capability memorised the fight would have been pretty easy. I also suspect it might be possible to short-circuit it entirely by killing the fallen solar in a time-stop before it could summon any help (though that type of use of time-stops tends to be buggy anyway).