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: 
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.
One of the first games to have this level of high-magic economic integration was **Torg**. (Torg was a cross-genre game featuring multiple 'realms' with different rules, but I'm referring here only to the fantasy setting, Aysle, as described in the fantasy/magic Torg sourcebook.)

Magic is not only common, but literally ubiquitous - everybody is born with one magical skill, depending on the day and time of their birth. Any magical skill *can* be learned by study; a mage is simply someone who's put in the time and effort to get good at some or all of the four basic magical skills.

There are several resulting effects on the society:

* The currency is magic-backed. A coin is worth a standard conjuration of a given duration - and senior sorcerers will pay up on demand. (Corollary: Founding new colleges is inflationary; wartime is less inflationary than on Earth, as the general increase in government spending is offset by the deaths of mages.)
* General knowledge of mapping/geography is advanced, as divination is a common talent.
* There is a magical university, considerably more advanced (late renaissance) than the medieval setting would imply.
* There is an unusually high level of trust-on-sight (for a medieval society), because one rule of magic says that things *are* or *become* what they appear to be. So good people actually *look* good, and ugly things are *guaranteed* evil. (Up until the Big Bad Villain shows up and figures a way to deflect this effect, allowing his forces to look handsome and blend in...)
* Trade in spells is important; as a simple spell can be used by a large number of people, a *good*, well designed, easy to use spell is very valuable. (And requires a great deal of skill to create.)

Some nice material was written dealing with the interactions with modern culture as the realms mix (since Torg is set on modern-day Earth as the other realities invade), but that's not really what your question is looking for.