Bone Club
(Enchantment, Necromancy)

Range: 0
Components: V, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One bone
Saving Throw: None

 A wizard can use this spell to enchant a bone, causing it to become a magical club. This magical weapon acts as a club +4 against undead, inflicting 5-10 (1d6+4) hit points of damage, and a club +1 against all other opponents, inflicting 2-7 (1d6  + 1) hit points of damage. The bone can be from any animal,  providing the bone normally could be wielded as a club; for instance, a human femur could be enchanted by this spell, but a skull could not. At the end of the spell's duration, the bone club reverts to a normal bone.
 If the proficiency rules are being used, characters with a weapon proficiency with a club also have a profiency with a bone club.  Those wielding a bone club without the club profiency suffer the penalties described on page 52 of the Player's Handbook. And remember that wizards cannot use clubs at all.
 The material components for this spell are an appropriately-sized bone and a pinch of dirt from a grave.