Ranks is level + 3 so at level 5 you can use Till When? to defy death 2/week. Even 1/week is pretty often. Think of the big gaps between combat in your homebrew games a lot of the time.
Whot?
They may be big in real time, but in-game for, say, the Phantasy Star campaign, just a week and half has passed since the game started. Like the first in-game day went from April 2013 to November 2014. Then there was the hot springs episode, followed by meeting the purple maid, meeting Aryk, ARKAS attack, Reza, finally returning to Ragol, beach episode, second hot springs episode, then another trip to Ragol and then you joined. So that's ten in-game days in 6 years of real time in which the party leveled up multiple times. (so slow...
).
Contrast to the famous City of the Spider Queen module. It's supposed to take the party from level 10 to 18, and there's a countdown of 68 days until the big bad casts the big ritual and then it's basically game over. So the party is expected to level up almost once per week to keep up, probably faster if they don't want to cut it too close.
Contrast to the famous Red Hand of Doom module that's supposed to take the party from level 5 to 10, and it too has a similar countdown of 65 days until the bad guys win by default. So 5 levels in less than 10 weeks, gaining one level every 12 days, and that's taking things as slow as possible and fighting the final boss at their strongest. Ideally it's possible to win the campaign much faster, in particular if the party secures some nice transportation methods (65 days is basically if they really screw up and try to just walk everywhere).
So Till When? probably wouldn't be able to "recharge" between level ups at all in your average official D&D module.