The damage from destroying your Presence is part of the same action because the Special Rule says "When you destroy your Presence..." – it modifies how other actions work while they're happening. Tags: Destroy, Saved From Destruction, Action Modifiers, Damage, 25 more...
Similarly, if a Power allows adding multiple token types in combinations you choose (e.g., Utter a Curse of Dread and Bone), Intensify can only add extras of token types that are already being added. And if you could add tokens in multiple places (e.g., Spill Bitterness into the Earth), you can only add extra tokens where you already added tokens of that type. Tags: Spirit tokens, Action Modifiers, Hazards Spread Across the Island, Utter a Curse of Dread and Bone, 5 more...
Badlands arrive too late: "Desiccating Winds," "Dire Metamorphosis," "Unquenchable Flames" threshold, "Scarred and Stony Land," "Bombard with Boulders and Stinging Seeds" main effect, "Walls of Rock and Thorn" threshold, "Melt Earth Into Quicksand," "Spill Bitterness Into the Earth" main effect, *Surging Lahar."
Badlands present for Damage: "Bombard with Boulders and Stinging Seeds" threshold, "Settle Into Hunting-Grounds" threshold, "Forests of Living Obsidian," "The Wounded Wild Turns on Its Assailants," "Utter a Curse of Dread and Bone" main effect and threshold, "Spill Bitterness Into the Earth" threshold, "Transform to a Murderous Darkness." Tags: Badlands, Damage, Ordering, Desiccating Winds, 14 more...
That being said, players still have a lot of discretion for using Powers in ways were some of the effects won't happen or won't happen at full strength:
Spirits can target a land where some effects or possibly all of them won't do anything. (e.g., a Power with a "Push 1 Town." instruction doesn't need to target a land with Towns.)
If an effect is explicitly optional, it can be ignored. (e.g., "You may instead Remove 1 Blight." doesn't need to remove Blight even if there is Blight in target land.)
If given a choice for how many pieces to affect (e.g., "up to 3"), 0 pieces is a valid number unless a minimum amount is specified. (e.g., "Push up to 2 Dahan." can Push 0 or 1 Dahan even if 2 Dahan are present.)
If an effect checks how many Elements you have – usually as part of an Elemental Threshold requirement – you may choose to apply fewer Elements so long as you're consistent for the entire Power. (e.g., if you choose to use 8 Fire for a "1 Damage per Fire" effect, you also meet and must use an "If you have 7 Fire" threshold. But you could alternatively use only 6 of those Fire for the Power in order to deal 6 Damage and ignore the 7 Fire threshold.)
If a threshold requirement includes an Energy cost, you may choose not to pay it in order to skip that threshold. (e.g., "If you have 3 Fire and pay 2 Energy" does not require you to pay 2 Energy even if you have 2 Energy to spend and are using 3 Fire for the rest of the Power.) Tags: Elements, Resolving Powers, Firestorm (Heart of the Wildfire), Heart of the Wildfire, 72 more...
A land is always at exactly Range 0 of itself, and therefore "within Range 1," "within Range 2," etc.
If a land meets a particular condition (e.g., "with Dahan"), it's its own "nearest land" meeting that condition.
Isolating a land doesn't change any of these answers, since none require checking which other lands are adjacent.
For some practical examples:
It's impossible to Push a piece from a land to itself or Gather a piece from a land to itself, since those move to/from adjacent lands.
The threshold of "The Land Thrashes in Furious Pain" (Major Power) can't Repeat that Power on the original target land, since that land is not adjacent to itself.
The first threshold of "Explosive Eruption" (Volcano Looming High's left Innate Power) can deal damage in the target land (the land where the Power destroyed Presence). Also, the third and fourth thresholds of both deal damage in the target land.
During the Dahan Insurrection Scenario, if a City is destroyed in a land with Dahan, then "Military Response" adds a Town in that same land because there is no nearer land with Dahan.
"Exports Fuel Inward Growth" (The Kingdom of Scotland Level 6) adds Towns to a land with Towns/Cities even if there are no adjacent Towns/Cities (either "naturally" or due to Isolate). Tags: Isolate, Push, Gather, Range, 27 more...