I was thinking about using a magic system largely similar to
Cryptomancer, but as I also wanted to use it in a campaign that features Realm Management, I'd rather just use GURPS for everything.
What rules would be well suited to this sort of magic? it is effectively a fantasy internet based on shards that allow communication with other shards split off from the same source. Most of the rules are about using cryptography(or cryptomancy to be more accurate), and this RPG is actually one of the better introductions to the topic I've found. I'm obviously using Cryptomancer in terms of information about how the crypotgraphy works, but I also need some GURPS rules to back it up.
I generally haven't used much in the way of GURPS magic, so I thought I would just ask instead of guessing.