Delay when moving a Spell part

So, I’m working on a spell system for myself (I thought I had finished it but welp), with no end to it, just for entertainment. However, I thought I had done the right thing, but today I came across something that I found very strange.

The part I’m not getting along with is moving the spell part every time and using raycasting to check for collisions; if it collides with something, the movement stops, and the other functions will do the rest. I use RunService.Stepped to move the spell part. However, I went to test it on a map with more models/parts in it, and the spells were kind of moving slowly (laggy?), which I found very strange since neither the map causes lag for anyone. I would like to hear some suggestions, and if possible, a fix for it. See below the code that performs and creates the spell.