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: 
**Planescape** is another great example, although in this case it is less about a "standard" fantasy world with a lot of wizards, and more about a world where **everything** is supernatural.

Sigil, the main city of the setting, is filled with portals to other fantastic places. Below are some of the ways this setting and its level of magic affects people day-to-day:

* Almost everything in Sigil is imported through the portals. Because of this there is massive amount of imported minor magical trinkets.
* Most citizens in Sigil are aware of portals and how they work, and while this isn't spellcasting, fast travel through those portals is the basis of most local trade.
* The demographics of Sigil have been heavily affected. Rather than a city that is mainly comprised of non-supernatural beings, there are huge populations of things like imps, demons, angels, fey, and other more exotic creatures. A citizen would see dozens of innately magical creatures throughout their day.
* Because of commonplace magic, the residents have access to a lot of simulated higher technologies like water purification, heating, cooling, steam-power and the like.

Overall, this level of magic does impact the lives of everyone in city, and does raise the socioeconomic level of many citizens. Rather than living a dark age equivalent existence, you're really going to see something a bit closer to a Victorian era- there is still an underclass, but the economy is more about trade and production than it is about subsistence.
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.