Question: Some fantasy RPGs treat magic as arcane and thus rare, possibly subject to suspicion by the masses. Other games treat magic as somewhat more prevelant but not ubiquitous.

At some point in this trend, magic may become so commonplace as to be considered a commodity.

**What published fantasy RPG and/or setting features this level of magic?**

One criterion: The magic affects ordinary commonplace people multiple times on a daily basis (i.e. not just adventurers and not just occasionally).

Also: What major socioeconomic characteristics are a direct result of this degree of cultural permeation?

(See Heinlein's novella *Magic Incorporated* as an example of such.)

Answer: 
**Exalted** would fit this although it's much more obviously prevalent in the 1st Age of the setting (which is playable) then the current age.

In the first age magic is common and developed enough to provide a standard of living that is arguably better then ours is. They have internet, flying cars, money chits and more that are all powered by magic. In addition nearly all the rulers beyond the very lowest level are empowered as magic users and many of the mid-level and up functionaries are Exalted who are inherently magical beings. Additionally the gods of the setting (from the spirit who inhabits your front door because he's the spirit of your front door to the major gods) do actively interact with the people to some extent and the people are aware of their existence and powers.

In the current age of the setting (which is the default assumed setting) magic is less obvious then the 1st age but still quite active in people's lives. For one remnants of the 1st age still exist in some case altering the flows of rivers or causing strange affects over whole regions. Exalts still rule the largest nations of the world and in many places where Exalts don't rule magically empowered mortals or gods do. The gods have a much larger active hand in the day to day affairs of mortals (since mortal prayer is their currency) and thus they are willing to interfere in mortal life to get a little extra prayer. Also undead and demons roam the land. Mortals can and do learn thaumaturgy to protect themselves and there are people who make a living using hedge magic to deal with them.
Epic of Aerth: Mythus Fantasy (Dangerous Journeys RPG)
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Aerth is a parallel world with our own Earth, where instead of taking the path of science like we did, they found that magic worked and used it to improve their lives. The things we consider myth and legend are real on Aerth 90% of the time.

This is the highest magic level setting I have encountered. Magic is available to everyone, and it is used by everyone. The only difference is in the degree of mastery an individual has. Peasants have magical stones to light their homes. A country's military might is defined often by what powerful artifacts that country has.

The system is rules heavy but the concept is one I enjoy and am planning to use for my next outing as GM. Worth a read if you come across it sometime.