These poison rules are made to make poison much more realistically deadly.  Really deadly!!!  They are geared to a less heroic, grim and gritty type game.  So try to gauge whether they are right for your gaming group.
The poisons are listed by delivery method (swallowed, injected/blade venom, contact).  They are also divided into groups of Common, Less Common, Somewhat Rare, Rare, Very Rare and Exotic.  These categories refer to the difficulty in brewing the poison; shown below.  Some delivery methods do not have Common types.

Common poisons require only a Rank of 1+ to make.
Less Common require a Rank of 9+ to make.
Somewhat Rare requires 12+ Ranks to create.
Rare requires 15+ Ranks to make.
Very Rare needs a Rank of 18+ to brew.
Exotic poisons require 20+ Ranks to create.

Availability refers to the chance that a given poison will be available from a particular individual, who must still have been able to make the poison in question in the first place.

Prices are given in silver pieces ("s") because Domibia uses silver as the primary currency.  I don't feel like going in and changing every damned "s" to a "g", so just treat them as gold pieces... 

***DISCLAIMER***  I swiped this stuff from an old copy of Different Worlds magazine a long time ago and converted it to GURPS, what I have posted below is my d20 version of the GURPS conversion of the original article, which I no longer have available in order to give proper credit.  If you know who the author is, please let me know, so that I know who I am ripping off...

Update 2008:  I found out!  I got it from "Poison: The Cup of Death", by Larry DiTillio, Issue #31, pg 8-15
Thanks to Steve Brooks who told me back in 2006 but I didn't have my admin account set to forward mail.  Ooops!

Common Swallowed Poisons

Name: Metal Salt

Form: Grey powder.  No color when mixed.  Tastes slightly bitter and metallic.

Availability: 50%

Begins Effect: 1d8 minutes

Rank Needed to Make: 1+

Runs Course: 2d20 minutes

Symptoms: Increasing shortness of breath, dry and bitter taste in throat, slight reddening of the eyes.

Damage: 5d4 flat

Dose: 1/2 gram

Price: 30s

Base: Mineral

Saving Roll: DC 8.  A successful save will reduce damage by 1/2.

Odor: None

 

Name: Blood Vinegar

Form: Light red liquid or tablet.  Tastes vinegary.  Adds a slight reddish tint when mixed.

Availability: 75%

Begins Effect: 1d10 minutes

Rank Needed to Make: 1+

Runs Course: 3d10 minutes

Symptoms: Swelling of fingers, ache in temples, nausea.  May cause reduced manual dexterity, -2 to use hands.

Damage: 3d6 flat

Dose: 1 gram

Price: 45s

Base: Plant

Saving Roll: DC 9.  A successful save will reduce damage by 1/2.

Odor: Slightly vinegary

 

Name: Lung-Burn

Form: Syrupy dark liquid.  No color when mixed. Tasteless.

Availability: 50%

Begins Effect: 1d6 minutes

Rank Needed to Make: 1+

Runs Course: 1d8 minutes

Symptoms: Shortness of breath, burning sensation in chest and lungs, tingling of extremities.

Damage: 1d3 per minute

Dose: 1/2 gram

Price: 225s

Base: Plant

Saving Roll: None, but a natural 20 will reduce damage by 1/2.

Odor: None

 

Name: Fever Honey

Form: Green gel.  No color when mixed.  Tastes slightly sweet.

Availability: 75%

Begins Effect: 2d6 minutes

Rank Needed to Make: 1+

Runs Course: 4d6 hours

Symptoms: Feverish feeling, hazing of vision.

Damage: 4d6 flat

Dose: 2 grams

Price: 75s

Base: Animal

Saving Roll: DC 11.  A successful save will reduce damage by 1/2.

Odor: Flowery-sweet

 

Name: Spider Berry

Form: Wine-colored liquid.  No color when mixed.  Tastes somewhat like blueberries.

Availability: 10%

Begins Effect: 1d20 seconds

Rank Needed to Make: 1+

Runs Course: 3d10 minutes

Symptoms: Partial paralysis of all limbs, numbing of lips and tongue, slight swelling of throat glands.

Damage: (1d3 / 2) per minute

Dose: 1 gram

Price: 300s

Base: Plant

Saving Roll: DC 12.  A successful save will reduce damage by 1/2.

Odor: None

 

Name: Hack Lemon

Form: Off-white powder with black specks.  Tastes like lemon.  No color when mixed.

Availability: 75%

Begins Effect: 1d4 minutes

Rank Needed to Make: 1+

Runs Course: 1d20 minutes

Symptoms: Violent coughing, shortness of breath.

Damage: 5d2 flat

Dose: 1 gram

Price: 30s

Base: Mineral

Saving Roll: None, but a natural 20 will reduce damage by 1/2.

Odor: Lemony

Less Common Swallowed Poisons

Name: Silent Death

Form: Clear liquid.  Tastes slightly salty, darkens color of whatever it is mixed with.

Availability: 50%

Begins Effect: 1d10 minutes

Rank Needed to Make: 9+

Runs Course: 5d10 minutes

Symptoms: Hot and cold flashes.  Paralysis of vocal cords within first five minutes of effect.

Damage: 1d3 per minute

Dose: 1/2 gram

Price: 150s

Base: Plant

Saving Roll: DC 13.  A successful save will reduce damage by 1/2.

Odor: None

 

Name: Boreweed

Form: Crushed brownish leaf.  Tastes "planty" like lettuce.  Leaf does not dissolve in liquid.

Availability: 50%

Begins Effect: 3d6 minutes

Rank Needed to Make: 9+

Runs Course: 1d4 hours

Symptoms: Violent headaches, pain makes concentration almost impossible.  Can cause brain damage, lose 1 Int or Wis for every 12 points of damage taken (roll randomly)

Damage: 5d6 flat

Dose: 1 gram

Price: 300s

Base: Plant

Saving Roll: None, but a natural 20 will reduce damage by 1/2.

Odor: Herbal scent

 

Name: Iron Ale

Form: Light, amber liquid.  Tastes like ale with a slight metallic aftertaste.  Will color lighter substances.

Availability: 75%

Begins Effect: 5d6 minutes

Rank Needed to Make: 9+

Runs Course: 3d8 minutes

Symptoms: Nausea, stomach pain, vomiting.

Damage: 1d6 per minute

Dose: 2 gram

Price: 375s

Base: Mineral

Saving Roll: DC 12.  A successful save will reduce damage by 1/2.

Odor: Dried beer

 

Name: Silverfish

Form: Silvery oil.  Fishy taste.  No color when mixed.

Availability: 10%

Begins Effect: 1d8 minutes

Rank Needed to Make: 9+

Runs Course: 5d6 minutes

Symptoms: Shortness of breath, loss of equilibrium, pain in lower back.

Damage: 1d2 per minute

Dose: 1/2 gram

Price: 225s

Base: Animal

Saving Roll: None, but a natural 20 will reduce damage by 1/2.

Odor: Slightly fishy

 

Name: Gutfire

Form: Small yellowish tablet.  Dissolves almost instantly in liquid.  Colorless and odorless.

Availability: 50%

Begins Effect: 1d6 hours

Rank Needed to Make: 9+

Runs Course: 2d6 hours

Symptoms: Seems like ptomaine: nausea, stomach pains, sweating.

Damage: 1d10 per hour

Dose: 1/2 gram

Price: 525s

Base: Plant

Saving Roll: DC 13.  A successful save will reduce damage by 1/2.

Odor: None

 

Name: Green Lotus

Form: Greenish powder.  Gives a slightly melony taste and greenish tinge to whatever it is mixed with.

Availability: 10%

Begins Effect: 1d4 minutes

Rank Needed to Make: 9+

Runs Course: 2d8 minutes

Symptoms: Twitching of limbs, blurring of vision, slurring of speech.

Damage: 4d6 flat

Dose: 1 gram

Price: 750s

Base: Plant

Saving Roll: None, but a natural 20 will reduce damage by 1/2.

Odor: Honeydew melon

 Somewhat Rare Swallowed Poisons

Name: Skintwister

Form: Blue powder.  Dissolves instantly in liquid, slight blue color, no taste.

Availability: 10%

Begins Effect: 1d10 minutes

Rank Needed to Make: 12+

Runs Course: 1d20 minutes

Symptoms: Victim is thrown into violent convulsions and suffers great pain.  Walking is impossible. 

Damage: 2 1/2 pts per minute

Dose: 1/4 gram

Price: 1200s

Base: Animal

Saving Roll: DC 15.  If save is made the victim will still take 1/2 damage, but will be able to walk and keep the convulsions down to frequent shakes.

Odor: None

 

Name: Jasmine Seed

Form: Clear liquid.  Tasteless and colorless.

Availability: 50%

Begins Effect: 1d6 minutes

Rank Needed to Make: 12+

Runs Course: 1d4 hours

Symptoms: Burning sensation in chest and lungs, shortness of breath.

Damage: 5d8 flat

Dose: 1 gram

Price: 900s

Base: Plant

Saving Roll: DC 13.  A successful save will reduce damage by 1/2.

Odor: Jasmine scent

 

Name: Amber Lotus

Form: Dried, reddish-brown leaves.  Slight brown color to whatever it is added to.  Can be spotted.  Tastes sweet.

Availability: 10%

Begins Effect: 1d12 minutes

Rank Needed to Make: 12+

Runs Course: 1d6 hours

Symptoms: Shortness of breath, loss of sensation in fingers, pain in joints.

Damage: 5d3 per hour

Dose: 2 gram

Price: 1500s

Base: Plant

Saving Roll: None, but a natural 20 will reduce damage by 1/2.

Odor: Cinnamon smell

 

Name: Snake Marrow

Form: Silvery-white powder, dissolves instantly in liquid.  No color or taste.

Availability: 75%

Begins Effect: 1d4 minutes

Rank Needed to Make: 12+

Runs Course: 3d20 minutes

Symptoms: Chills, fever, shaking, blurring of vision.

Damage: 5d6 flat

Dose: 1/2 gram

Price: 825s

Base: Animal

Saving Roll: DC 12.  Poison does no damage if save is made, but will still cause symptoms.

Odor: None

 

Name: Hell Wax

Form: Black gel, dissolves slowly in liquid, darkening the color of whatever it is mixed with.  Tastes rubbery.

Availability: 50%

Begins Effect: 1d4 hours

Rank Needed to Make: 12+

Runs Course: 1d20 hours

Symptoms: Like having a cold; stuffed head, aching muscles, congested throat and chest.

Damage: 5 pts per hour

Dose: 1 gram

Price: 2250s

Base: Mineral

Saving Roll: None, but a natural 20 will reduce damage by 1/2.

Odor: Waxy odor

 

Name: Dead Tongue Nut

Form: White tablet with purple specks.  Dissolves instantly in liquid.  Slightly nutty taste with no color.

Availability: 50%

Begins Effect: 2d20 minutes

Rank Needed to Make: 12+

Runs Course: 4d20 minutes

Symptoms: Loss of sense of taste and smell, pain in ears like a bad earache.

Damage: 5d5 flat

Dose: 1/2 gram

Price: 1125s

Base: Plant

Saving Roll: DC 14.  A successful save will reduce damage by 1/2.

Odor: Smells like roast nuts

 Rare Swallowed Poisons

Name: Red Lady

Form: Reddish powder.  Dissolves instantly, gives a pale red tint to what it is mixed with.  Tastes rather salty.

Availability: 10%

Begins Effect: 6d20 seconds

Rank Needed to Make: 15+

Runs Course: 3d10 minutes

Symptoms: Gradual paralysis, chills, blurring of vision in final stages.

Damage: 7 pts per minute

Dose: 1/4 gram

Price: 3750s

Base: Plant

Saving Roll: None, but a natural 20 will reduce damage by 1/2.

Odor: Slight strawberry scent

 

Name: Fat Hand

Form: Either light green liquid or a speckled green powder.  Tastes chalky and tints lighter liquid green.

Availability: 50%

Begins Effect: 1d6 minutes

Rank Needed to Make: 15+

Runs Course: 3d10 minutes

Symptoms: Tightening of chest, pain in hands and feet, slight swelling of extremities.

Damage: 5d6 flat

Dose: 1 gram

Price: 4500s

Base: Mineral

Saving Roll: DC 15.  A successful save will reduce damage by 1/2.

Odor: None

 

Name: Headsplitter

Form: Grey tablet.  Dissolves slowly in liquid (1d6+6 minutes) but has no color.  Slight sour taste.

Availability: 10%

Begins Effect: 1d8 hours

Rank Needed to Make: 15+

Runs Course: 2d20 hours

Symptoms: Gradual pain in head, building as more damage is taken.  Very violent head pain just before death.

Damage: 2d6 per hour

Dose: 2 gram

Price: 3000s

Base: Animal

Saving Roll: None, but a natural 20 will reduce damage by 1/2.

Odor: Sour grape odor

 

Name: Wolf's Breath

Form: Brownish powder.  Dissolves very fast in liquid, no taste or color

Availability: 50%

Begins Effect: 3d8 seconds

Rank Needed to Make: 15+

Runs Course: 1d10 minutes

Symptoms: Speeding of metabolism, heavy sweating, shakes.

Damage: 4d8 flat

Dose: 1/2 gram

Price: 2250s

Base: Plant

Saving Roll: DC 16.  A successful save will reduce damage by 1/2.

Odor: None

 

Name: Star Seeker

Form: Light gold liquid, yellow tablet or yellowish powder.  Dissolves instantly with no color or taste.

Availability: 10%

Begins Effect: 3d10 minutes

Rank Needed to Make: 15+

Runs Course: 1d4 hours

Symptoms: Hot flashes, "sparkly" vision, dryness in mouth and throat.

Damage: 2d10 per hour

Dose: 1 gram

Price: 5250s

Base: Mineral

Saving Roll: None, but a natural 20 will reduce damage by 1/2.

Odor: Spicy smell

 

Name: Scarlet Lotus

Form: Crimson leaf.  Does not add color, but does add a spicy pepper-like taste.  The leaf does not dissolve.

Availability: 10%

Begins Effect: 1d8 minutes

Rank Needed to Make: 15+

Runs Course: 3d20 minutes

Symptoms: Drowsiness that increases with damage.  Will fall asleep after taking 1/2 Con in damage.

Damage: 5d6 flat

Dose: 1 gram

Price: 3000s

Base: Plant

Saving Roll: DC 16.  A successful save will reduce damage by 1/2.

Odor: Tulip smell

 Very Rare Swallowed Poisons

Name: Cold Summer

Form: Light orange powder.  Adds no color and dissolves rapidly.  Tastes somewhat like gin.

Availability: 10%

Begins Effect: 1d8 seconds

Rank Needed to Make: 18+

Runs Course: 1d10 minutes

Symptoms: Alternating hot and cold flashes, shortness of breath, vomiting.